Holes & joins
Bridge two open edges, fill a loop, weld corners, detach a piece into its own object.
Bridge
Connect two boundary (open) edges with a face. Alt+B.
Select exactly two open edges. If a button is grey, one of them is welded interior.
Connect
Insert an edge joining edge midpoints or selected vertices.
Collapse
Selected vertices, edges or faces collapse to a single point.
Fill Hole
Cap an open boundary loop with a new face. Select the loop (or use Boundary
Row 3 · Selection Suite
BoundaryUnbound (rebindable)Selects the open boundary edges.Needs: A PBMesh) first.
Weld
Selected shared-vertex groups snap to their centroid and become one group. Positions move; indexes do not. After a weld, those corners select as one vertex — dragging will not tear them apart.

Delete
Deletes selected faces. Orphans compact. Look through the opening and you should see the interior.

Detach
Selected faces become a new PBMesh sibling. Undo restores them to the original (node undo, not a mesh snapshot). Move the new object away.

Use cases
Close a subtracted doorway that went too far
Edge mode → Boundary
Row 3 · Selection Suite
BoundaryUnbound (rebindable)Selects the open boundary edges.Needs: A PBMesh →
Fill Hole
Row 1 · Mesh Operations
Fill HoleUnbound (rebindable)Caps open boundary loops with a new face.Needs: An open boundary. Then inset and extrude if you still want a recess.
Split a building into chunks
Face-select a wing. Detach. Origin stays; move the new node. Collision follows the new mesh.
Stop a corner tearing
If a drag splits a corner that should stay sharp-together, those vertices are not welded. Select them (vertex mode) → Weld.
Bridge needs two open edges. Interior edges already have two faces; the button stays grey. Delete a face first if you meant to bridge across a hole.