Double timeout values to be a little more resilient
Only service network when a new TIC has elapsed
Disconnected players should be PST_REBORN, not PST_LIVE
Reset 'received_setup' clientside on disconnect
Make connection process more robust
Avoid spiral of death if too many states are received from the server
Working on CPU usage for client & server
Some preliminary stuff for avoiding too many copies on sync load
Don't copy local commands to consoleplayer's commands in DELTACLIENT mode
Rearrange P_RunPlayerCommands a little
Keep a count in m_cbuf instead of building a new one each time
Whoops, forgot to remove testing
Don't deploy memcpy just to read a single byte in M_BufferRead
Comment out player command printing in CL_LoadState for now; it's slow
Performance work in m_cbuf

Use a separate array of bools to determine if a slot is in use

Use malloc to build new nodes instead of calloc
Fix API confusion that lead to a memory leak in m_cbuf