Probably because Glue currently breaks only on Impacts or manually There is no strain on individual glued pieces as they are seen by bullet as a single compound object with a single center of mass
tamte they are seen by bullet as a single compound object with a single center of mass
Did not know that's how bullet treats the glued objects, that makes a lot of sense actually.
If pieces connected by springs are treated as separated masses I could use them instead and once they exceed a rest length just remove the primitives but then there's still the issue of needing to keep the other pieces together and not all jittering around.
It's almost like I needs a reference sim held together with springs that when they would exceed their rest length actually blasts both that spring and a glue primitive in the main sim. Dunno if I can make that work but might as well try.