Critical-risk tools in Breakpoint
18 of the 274 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
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anim_deleteDestructiveDelete an Animation from an AnimationPlayer's library (undoable). DESTRUCTIVE — gated by confirmation.
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anim_remove_keyDestructiveRemove a keyframe by index from a track (undoable).
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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...
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gd_renameDestructiveRename a symbol project-wide. Returns the planned edit; pass apply=true to WRITE the changes to disk (DESTRUCTIVE — confirm with the user).
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inputmap_erase_actionDestructiveRemove a project input action (ProjectSettings input/<name>). Set save=true to persist to project.godot. DESTRUCTIVE — gated by confirmation.
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mp_wire_rpcDestructiveInsert (or replace) an `@rpc(...)` annotation above a function in an existing GDScript, so it can be called across the network. If the function does not exist, a stub is appende...
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node_deleteDestructiveDelete a node (undoable). DESTRUCTIVE — gated by confirmation. Refuses to delete the scene root.
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project_remove_autoloadDestructiveRemove an autoload (ProjectSettings autoload/<name>). Set save=true to persist to project.godot. DESTRUCTIVE — gated by confirmation.
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resource_saveDestructiveLoad a resource and (re-)save it, optionally to a new path and with ResourceSaver flags. DESTRUCTIVE (writes a file) — gated by confirmation. Shares subresources by reference; u...
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resource_set_import_settingsDestructiveUpdate import parameters in an asset's .import metadata and trigger a reimport. DESTRUCTIVE (rewrites metadata + reimports) — gated by confirmation. Errors if the asset has no ....
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runtime_node_removeDestructiveRemove (queue_free) a node from the LIVE running game. DESTRUCTIVE — gated by confirmation. Refuses to remove the current scene root.
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runtime_peer_stopDestructiveTerminate a headless peer started by runtime_spawn_peers, or every one with all:true. DESTRUCTIVE (kills a child process). Stopping an already-stopped peer is a no-op, so this i...
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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.
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scene_reloadDestructiveReload a scene from disk, discarding unsaved changes to it. DESTRUCTIVE — gated by confirmation. Defaults to the current scene.
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shader_set_codeDestructiveReplace the source code of an existing .gdshader resource and save it. DESTRUCTIVE (writes a file) — gated by confirmation.
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tilemap_clearDestructiveRemove every painted cell from a TileMapLayer (undoable — prior cells are restored on undo). Returns the number of cells cleared.
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vcs_restoreDestructiveDiscard uncommitted working-tree changes to the given paths, restoring them from the index/HEAD (`git restore -- <paths>`). DESTRUCTIVE — the discarded edits are unrecoverable —...
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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.