> For the complete documentation index, see [llms.txt](https://2yeet.gitbook.io/anvilcsg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://2yeet.gitbook.io/anvilcsg/reference/glossary.md).

# Glossary

## Brush

A convex solid used to build map geometry.

## Convex

A shape with no inward dents. A line between any two points inside the shape stays inside it.

Anvil keeps each authoring brush convex. Carve, Clip, and complex generators create several convex brushes when one brush is not enough.

## Face

One flat surface of a brush.

## Edge

The line where two brush faces meet.

## Vertex

A corner point where brush edges meet.

## Group

A set of brushes or entities that select and move together.

A brush Group can also become a merge boundary when it is not inside a named Build Section.

## Build Section

A named top-level build boundary.

Use Build Sections for rooms, culling areas, or another unit that should own its generated render, collision, decals, triggers, and probes.

## World Geometry

The default Build Section for brushes that are not assigned to a named section.

An automatic View Filter also uses the name World Geometry. The Build Section controls output organization. The View Filter controls workspace visibility.

## View Filter

An editor visibility set.

View Filters do not change build merging or runtime output.

## Detail Geometry

Geometry that should remain separate from ordinary world merging.

Use it for trims and other detail that should keep its own render part.

If one member of a Group is marked Detail Geometry, the whole Group is treated as detail during Automatic build organization.

## NoDraw

A surface material that removes a face from rendered output.

NoDraw can still help define a brush solid. It is commonly used on hidden surfaces and connected carve helpers.

## Collision Only

A brush flag that keeps collision but removes visible rendering.

## No Collision

A brush flag that removes the brush from solid collision output.

## Texture Lock

Keeps a texture visually fixed while its brush moves, rotates, or resizes.

## Magnet Snap

Snaps moving geometry to nearby vertices, edges, or faces.

## UV0

The texture coordinates used by the visible material.

## UV2

The separate texture coordinates used by Unity baked lightmaps.

## Texels per unit

The target lightmap pixel density in world space.

Higher values can preserve more lighting detail but use more lightmap space and increase bake time.

## Decal

A separate projected mesh clipped onto one or more surfaces.

An Anvil decal is not a brush face and is not a render-pipeline decal projector.

## Trigger

An invisible volume that uses a trigger collider in generated output.

## Local Build Area

A temporary box used to build and inspect only part of a map.

Objects touching the box are included whole. Brushes are not cut at the box boundary.

The result is an isolated preview. It does not replace the last valid full map.

## Anvil Baked Map

The asset created by Build Map.

It stores generated meshes, collision, decals, probes, lighting assignments, environment data, statistics, and mapper-script data.

## Generated Scene Output

The disposable GameObjects created from an Anvil Baked Map.

Edit the source map and rebuild instead of changing this output by hand.
