Actually, after looking at the amount of work required for a change
nobody is going to use, I'm just going to skip it. PointLocatorList
already breaks unless your mesh is the Voronoi diagram of the
elements' centroids and you have a fetish for using O(N) instead of
O(NlogN) algorithms; if any suc
>From now on, operator(Point &p) will search for an active element
containing p, not just the element nearest p, and if it doesn't find a
containing active element it will just return NULL. This is to make
it more consistent with PointLocatorTree, and to make it useful on
ParallelMesh.
This is a