Files
ReSkate/Runtime
AyeZeeBB 869daed0f6 Replay export: a long export no longer drops the player to the splash screen
The game's own connection is a loopback to the world it hosts in the same
process, but it keeps the game's in-game timeouts (15 s in Game.cfg,
5 s in Branch.cfg). A replay export holds every frame to the encoder's
pace, and a long one stalled the game past that: the game left the map
with SecureReason_TimedOut and went back to the splash screen while the
export carried on.

- Client.IngameTimeout and Server.IngameTimeout are set to -1 (off) at
  startup, as the game's own development config does; ReSkate's
  multiplayer runs beside that connection and keeps its own timeouts.
- Set apart from the other startup settings and tried for a minute, so
  a name the game does not take cannot hold those back; the result is
  logged.
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