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engine: set fps_override to 0 by default, it's still experimental and breaks multiplayer
Was probably set to 1 by mistake.
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@ -74,7 +74,7 @@ static CVAR_DEFINE_AUTO( host_gameloaded, "0", FCVAR_READ_ONLY, "inidcates a loa
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static CVAR_DEFINE_AUTO( host_clientloaded, "0", FCVAR_READ_ONLY, "inidcates a loaded client.dll" );
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CVAR_DEFINE_AUTO( host_limitlocal, "0", 0, "apply cl_cmdrate and rate to loopback connection" );
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CVAR_DEFINE( host_maxfps, "fps_max", "72", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "host fps upper limit" );
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CVAR_DEFINE_AUTO( fps_override, "1", FCVAR_FILTERABLE, "unlock higher framerate values, not supported" );
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CVAR_DEFINE_AUTO( fps_override, "0", FCVAR_FILTERABLE, "unlock higher framerate values, not supported" );
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static CVAR_DEFINE_AUTO( host_framerate, "0", FCVAR_FILTERABLE, "locks frame timing to this value in seconds" );
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static CVAR_DEFINE( host_sleeptime, "sleeptime", "1", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "milliseconds to sleep for each frame. higher values reduce fps accuracy" );
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static CVAR_DEFINE_AUTO( host_sleeptime_debug, "0", 0, "print sleeps between frames" );
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