Document that ENet compression mode must match between client and server
(cherry picked from commit c2945365d8
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</member>
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<member name="compression_mode" type="int" setter="set_compression_mode" getter="get_compression_mode" enum="NetworkedMultiplayerENet.CompressionMode" default="0">
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The compression method used for network packets. These have different tradeoffs of compression speed versus bandwidth, you may need to test which one works best for your use case if you use compression at all.
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[b]Note:[/b] [member compression_mode] must be set to the same value on both the server and all its clients. Clients will fail to connect if the [member compression_mode] set on the client differs from the one set on the server.
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</member>
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<member name="dtls_verify" type="bool" setter="set_dtls_verify_enabled" getter="is_dtls_verify_enabled" default="true">
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Enable or disable certificate verification when [member use_dtls] [code]true[/code].
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