Variable pruneDanglingMeshRefsConst

pruneDanglingMeshRefs: Fix = ...

Auto-fix for OBJECT_DANGLING_MESH.

The SceneObject's meshes list still carries a SceneMesh that has been destroyed (or was never registered in the SceneModel). SceneObject.removeMesh refuses to operate on missing meshes — it requires the mesh to exist in the model — so this strategy splices the stale entry out of the array directly.

The meshes array is readonly at the type level only; runtime mutation is the SDK-internal pattern for this rare case. After the splice the SceneObject is well-formed again.

The fix scans every entry in the SceneObject's meshes array (not just the one named in context.danglingMeshId) so a single pass clears every dangling reference, even if the inspection only flagged one.