fixed some outstanding issues with Bullet soft bodies:
1) re-allocate a pool allocator, if one of the soft body collision algorithms is larger than max pool element size 2) manage child shapes properly, and call RemoveReferences on the m_sparsesdf
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@@ -48,6 +48,8 @@ struct btDefaultCollisionConstructionInfo
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class btDefaultCollisionConfiguration : public btCollisionConfiguration
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{
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protected:
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int m_persistentManifoldPoolSize;
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btStackAlloc* m_stackAlloc;
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@@ -56,6 +58,7 @@ class btDefaultCollisionConfiguration : public btCollisionConfiguration
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btPoolAllocator* m_persistentManifoldPool;
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bool m_ownsPersistentManifoldPool;
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btPoolAllocator* m_collisionAlgorithmPool;
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bool m_ownsCollisionAlgorithmPool;
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