Automatically switch net_usesocketsforloopback to 1 when setting net_fakelag > 0, remember values
remember cl_showerror value
Strip unused code
Flush network data after player simulate on server
Managed prediction errors show server and predicted values
Remove unused code
- Increased MAX_RENDERERS_PER_LOD from 135 to 255. Can cause an NRE if we go over the limit.
- Refactored module entity adding to some extent. The inventory is now more thorough in checking for mismatches between an entity and its associated item. Multiple entities in the same slot will have all but one rejected and destroyed. Code and comments also make more sense for the more recent system where the ModuleContainer items aren't ever saved.
Added client ragdolls for performance and updated SpectateCamera to spectate the ragdoll. Fixed player being visible when dead (temporary hack, EnableDrawing called server-side seems to have broke in the last couple days?)