The test was not reporting accurately. Now we call the proper Unity property to check.
Mainthread queued items were never being executed in the editor.
We were running things out of order, and hanging the game from that (in CreateVoxel).
Thus I have removed the delegate stuff in CreateVoxel and replaced it with a check to whether we're in debug mode; if not, behave as we used to (avoid the CPU spike); if so, do a different way of checking for a destroyed geometry module
In addition, avoid an unassigned reference exception when checking the rb of a compound part.