attempt to enable deform motionblur, FAIL... (object is not rendered at all)
hmm motionblur did work now ? strange... so commiting this as well
possible fix for pointcache interpolation error with rigidbodies and subframes
another pointcache interpolation fix....
added split shards to islands option... but with complex objects you need gazillions of constraints to hold this together... very very slow...
halving "improvement" made it only much worse performancewise, so keep the old one
storage of split islands should work now...
customdata fix for split islands
avoid crash when refresh after split to islands was missing and file was saved, but this is inconsistent sometimes, requiring an additional refresh possibly (due to memoryleaks possibly)
some code cleanup, and attempt to find memoryleaks, but some are still present, sigh... again customdata related...
added (as experimental setting) the possibility to execute the fracture process as separate threaded job, but this crashes still very often, need to copy the modifier and stuff to a separate context and copy back afterwards
added running flag to prevent main thread from modifier execution when job runs, avoids crashes
prevent fracture modifier removal when job is running
partial fix for crash at refresh constraints during fracture, or after cancelling it
another crash fix attempt for refreshing constraint data on running / cancelled fracture
fracture gui cleanup
further gui cleanup
and even more gui cleanup
copied derivedmesh was not freed after usage
Merge pull request #1 from scorpion81/fracture_modifier_oldsim

Fracture modifier oldsim