DarkPlaces removed efrags rather early in DP's history. Like 2002 or so if I recall.
And I think ZQuake (the Quakeworld client) removed efrags.
efrag = entity fragment, I assume. Maybe for brush models that are part of the map like lifts or something?
Questions for anyone willing to answer:
1. What are efrags used for? Like what kind of situation?
2. Why was DarkPlaces able to remove them even in early DP history?
3. Why does a map like GLQuake still able to run a map and get the message "too many efrags." and the map still works?
4. Or ... is the map actually still working completely?
Just wondering what purpose they serve.