Auto Splitters: Add optional cache for memory mappings #45
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Mainly an experimental feature (i think values 0 and 1 shouldnt be experimental since i havent seen any problem with them) i liked to see for some games that dont have a fixed game state update rate where a lot of reads happen and its VERY important to have a super accurate timer. More info is included in the docs
Performance
Performance is taken from 150 samples on a script that reads on the same module 10 times. Numbers are in microseconds
Notes:
Because values higher than 1 make some cycles completely cached the results oscillate between completely cached and 1 cache missed like this:

Also i added the documentation for getPID on the documentation
And an extra check for type string in case the user specifies (or doesnt) an invalid string size