fix Threading.h under MacOSX
remove NETMSG_CUSTOM_DATA & CUSTOM_DATA_LUADRAWTIME
1. both were breaking the netprotocol standard more or less
2. NETMSG_CUSTOM_DATA just caused a traffic overhead w/o advantages
3. sending luaLockTime to server just made the system complicated without any advantages either
remove GML_DEBUG_LOCK, it does nothing
remove GML %^&@! from lua_State and implement it in a sane way
-> move it to standard G(L)->ud field for USERDATA
reimplement showMTInfo
Not as functional as before, but much less code.
use the new spring_time class functions in Game.cpp
show count of LuaStates running in /debug
Lua: fix precision issue in os.clock() (#3748)