Walks every SceneObject and emits OBJECT_DANGLING_MESH
for each entry in obj.meshes that is null, destroyed, or absent
from sceneModel.meshes.
The owning SceneObject still renders (its surviving meshes do),
so the issue carries a highlight payload pointing at the
SceneObject — locating it in the Viewer is useful even when one
of its meshes is gone. pruneDanglingMeshRefs
splices the stale entry out.
Walks every SceneObject and emits
OBJECT_DANGLING_MESHfor each entry inobj.meshesthat is null, destroyed, or absent fromsceneModel.meshes.The owning SceneObject still renders (its surviving meshes do), so the issue carries a
highlightpayload pointing at the SceneObject — locating it in the Viewer is useful even when one of its meshes is gone. pruneDanglingMeshRefs splices the stale entry out.