Uh oh. I was hoping that nobody noticed and nobody was using them.

I had meant to remove them a long long time ago and had simply forgotten they were still in there. Unfortunately they never really worked correctly and had memory management ownership issues. They could cause terrible crashes in the rare case too.
The easy short term solution is to add the files back from subversion and compile them into your project. A better solution would be to iterate over the joints after cpSpaceStep() returns and check that
constraint->klass.getImpulse(constraint) is not greater than the breaking force. This is the correct and safe way to do it. I could swear I had a convenient wrapper function for calling the
getImpulse() function...
I had two possible long term solutions in mind. The first was going to be to have something like post solve callbacks on joints like there are on collisions. Then you could check the joint impulse and add a post step callback. I'm not quite sure if a post/pre solve callback would be useful for other than breakable joints though, so I might do something more focused on breakable joints.
Adding a focused post solve pass for breaking joints would probably be pretty easy. Though you would still need to register a callback to perform the proper memory management. Hard coding it to simply remove and free the joint without telling your game controller code would be sort of evil.