Uses a thread pool to run entity generation on a job basis
Prevents the main thread from stalling during generation, but it'll still block on pre-generation .map parsing, as well as post-generation tree population
Not very parallell for stock Quake maps yet, as most geometry lives in entity 0 / worldspawn
Allows large maps like ad_chapters to be loaded without an extended freeze or hardlock, but memory limitatations are still a concern