Walks every SceneObject and emits OBJECT_DANGLING_MESH
for each entry in obj.meshes that is null, destroyed, absent
from sceneModel.meshes, replaced in the registry, or no longer
owned by that object.
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, absent fromsceneModel.meshes, replaced in the registry, or no longer owned by that object.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.