So the profiler apparently expects starts and ends to be consistent in
ordering. Whenever the order changes, it will likely crash. Modified the
main loop so it doesn't add the debug output's timings if the profiler
has been reset due to reloading as a workaround. This needs to be fixed,
though.
This prevents the script manager and sync manager from watching/loading
their files unless they're explicitely started using
Common::SetInteractiveMode()
This will avoid having the whole thing loaded twice when running the
builder.
* Get performance information from the GPU using GL timers
* Avoid using glFinish() for the profiler
* Display max( cpu time , gpu time ) in the profiler window