Max PVS networking range: CheckTransmit approach suggested

wrefgtzweve suggested that a per-player max networking range could be done by checking distance in CServerGameEnts::CheckTransmit before IsInPVS.

In #next-update, Redox asked Rubat for it before the next update, saying it allows a big client FPS and server tick boost; Astralcircle said his server already uses a PVS-culling client fog and called it a lifesaver for open maps. Nykez asked how it plays with pop-in.