changed bools to save as 1/0 instead of true/false (avon's idea)
added an updated version of RDBeamLib to advdupe addon (this what draws the links in life support)
added flood control to rdbeamlib and beamnetvars
added multi paste going at a time (tasking switching style)
change speedo to set overlay txt on client side instead (no more lag) will have to add this to more ents
disabled paster till i can work on it again
sv_Wire_SlowerOverlayTextUpdate 1: forces an extra second dealy on sending overlay text added some server vars for overlaytext mitigation:
sv_Wire_SlowerOverlayTextUpdate 1: forces an extra second delay on sending all wired overlay text.
sv_Wire_DisableOverlayTextUpdate 1: disables all wired overlay text.
sv_Wire_ForceDelayOverlayTextUpdate 1: forces all wired ents that don't have a minimum overlay text update rate set to have the minimum delay, this is now the default for non single player games.
changed wired netwars update send rate (now occures more often)
added function DebugDuplicator.GetAllConstrainedEntities: works like Duplicator.GetAllConstrainedEntitiesAndConstraints but only good for ents and is faster.
changed debug printing of wire types on link
added expermental jump drive to hover drive controller (don't ask how to use it)
added effects for jump (stargate required for sounds and maybe required for jump to function at all, untested w/o stargates)
switched base_wire_entity's overlaytext to use Beam_NetVars instead. there should no long be a danger for wire ents to update overlaytext more often.
added two server convars
sv_Wire_EnableGateInputValues: show values on input text instead of names
sv_Wire_FastOverlayTextUpdate: disables the delayed updates of overlaytext (for testing Beam_NetVars only)