Critical-risk tools in Breakpoint
15 of the 280 tools in Breakpoint are classified as critical risk. This page profiles those tools specifically, with recommended policy actions and the attack patterns that target them.
Every operation listed below is an action PolicyLayer recommends controlling at the transport layer. Open any tool to see the full profile, risk score, and YAML policy snippet.
Tools at critical risk
-
anim_deleteDestructiveDelete an Animation from an AnimationPlayer's library (undoable). DESTRUCTIVE — gated by confirmation.
-
anim_remove_keyDestructiveRemove a keyframe by index from a track (undoable).
-
dbg_gotoDestructiveMove the program counter within the current stopped frame — 'set next statement' (DAP gotoTargets + goto). Call with `path` + `line` to list the valid goto targets on that line;...
-
filesystem_moveDestructiveMove or rename a file or directory within the project (carrying its .import sidecar), then rescan. DESTRUCTIVE (moves on disk; does NOT remap references in other resources) — ga...
-
gd_workspace_symbolsDestructiveSearch symbols across the whole project by name. Note: Godot's GDScript language server does not implement LSP 'workspace/symbol' (observed through 4.7), so on those builds this...
-
inputmap_erase_actionDestructiveRemove a project input action (ProjectSettings input/<name>). Set save=true to persist to project.godot. DESTRUCTIVE — gated by confirmation.
-
interact_make_draggableDestructiveWire an existing node for drag-and-drop by attaching a generated reusable drag script (and, for node2d, a drag input action + a hit-area input_event connection). COMPOSES with t...
-
node_deleteDestructiveDelete a node (undoable). DESTRUCTIVE — gated by confirmation. Refuses to delete the scene root.
-
project_remove_autoloadDestructiveRemove an autoload (ProjectSettings autoload/<name>). Set save=true to persist to project.godot. DESTRUCTIVE — gated by confirmation.
-
runtime_node_removeDestructiveRemove (queue_free) a node from the LIVE running game. DESTRUCTIVE — gated by confirmation. Refuses to remove the current scene root.
-
scene_closeDestructiveClose the current scene tab, discarding unsaved changes. DESTRUCTIVE — gated by confirmation. Only the current scene can be closed; pass its path to assert which one.
-
scene_reloadDestructiveReload a scene from disk, discarding unsaved changes to it. DESTRUCTIVE — gated by confirmation. Defaults to the current scene.
-
shader_set_codeDestructiveReplace the source code of an existing .gdshader resource and save it. DESTRUCTIVE (writes a file) — gated by confirmation.
-
tilemap_clearDestructiveRemove every painted cell from a TileMapLayer (undoable — prior cells are restored on undo). Returns the number of cells cleared.
-
vcs_stashDestructiveManage stashes: op='push' saves and reverts your working changes (optional message); 'pop' re-applies the latest stash; 'list' returns the stash entries; 'drop' deletes a stash ...
Attacks that target this class
Critical-risk tools in any server share these documented attack patterns. Each links to the full case and the defensive policy.