Switch to in-tree Lua 5.3.

Lua is not particularly backwards-compatibility friendly, so it's
better to supply it in-tree to ensure you have the version you want.
Plus, 5.3 gives you new toys that are probably good for Doom scripting,
like integers and bitshifts.
Merge pull request #1 from AlexMax/master

Switch to in-tree Lua 5.3.
Load every delta; don't simply skip to the latest one.

Clients now run every command from other players, just like servers
Use glib everywhere

Pull player command handling into a new module

Convert player messages to use a GPtrArray
Rebuild tags
Use a GArray for player commands instead of a cbuf_t

Break player command handling into its own module
Convert resource_files_buf and deh_files_buf to GLib pointer arrays

Rename resource_files and deh_files to resource_file_names and
deh_file_names, respectively

Convert states to GLib hash tables + a queue for the buffers (to avoid
rampant allocation); to be honest, the queue should hold the entire
state, but I'll get to that later
Removing some debugging printf's
Convert netchan's TOC from a cbuf_t to a GArray
Convert sound channels from a cbuf_t to a GArray, thus removing the last vestige of cbuf_t; module removed
Remove some leftover m_cbuf.h includes
Convert log_files in d_log from an obuf_t to a GPtrArray

Convert the corpse queue from an obuf_t to a GQueue
Convert everything in m_file from using `obuf_t`s to using `GPtrArray`s

Update font searching to use the new m_file interface

Remove errant debugging printf from d_log

Remove m_obuf module; it is now unused
Remove unused m_list module
Merge branch 'new_data_structures' into netcode

Conflicts:
	src/p_user.c
Convert player commands from `GArray`s to `GQueue`s

To avoid constantly allocating new commands, we recycle commands in a
separate queue.

Fix stuttering/blank command problem; seems to work perfectly now

Remove unicode debugging stuff from R_ShowStats
Largely revamp sync; still needs more testing

Add a sound log channel

Disable signal handling for the most part; it was causing problems

Tidy up the interfaces in p_cmd and n_main; cruft had accumulated
Smoothing out sync
Smooth sync further

Some remnants from the old loop remained and were causing problems;
removed

Old code was not relaying commands between players; fixed

Be more consistent and use CL_GetCommandSync when possible
Serialize actor ID's max value