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Sal authored
- Prevent connection timeout during the waiting gamestate from the last commit. - Keep client connections alive during fades / other internal loops. - More consistently timeout clients when they reach the end of BACKUPTICS. - Dedicated servers will not run any game logic if no nodes are sending packets to it, to reduce CPU usage when there is no one interacting with your server. - Unlike SRB2Kart, the amount of time is configurable with the "dedicatedidletime" console variable. Setting this to 0 will disable this feature. - CL_SendClientCmd uses exact packet types instead of magic number offsets.
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