redesigned input networking code (still same protocol) and did a lot of cleaning, now predicts movement even if server packets are lost
added cl_netinputpacketlosstolerance cvar (default 4, qw used 2, can be up to 16) to repeat old input messages in each packet so that they can only be lost by heavy packet loss
changed sv_clmovement_waitforinput default to 16 to match this capability
reworked a lot of timing code related to input networking
fixed some bugs when frametime is 0 in player physics
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6796
d7cf8633-e32d-0410-b094-
e92efae38249