# tilemap_clear

Remove every painted cell from a TileMapLayer (undoable — prior cells are restored on undo). Returns the number of cells cleared.

Agent View of the PolicyLayer registry record for `tilemap_clear`. HTML page: https://policylayer.com/tools/godot-breakpoint-mcp/tilemap-clear

## Facts

- Tool: `tilemap_clear`
- Server: Godot Breakpoint (`jlivingston-Cipher/godot-breakpoint-mcp`) — https://policylayer.com/tools/godot-breakpoint-mcp.md
- Homepage: https://github.com/jlivingston-Cipher/godot-breakpoint-mcp
- Risk category: Destructive (Critical risk)
- Registry record: grade F, identity unverified
- Server rate-limited: no
- Parameters: 0
- Recommended policy verdict: Hidden

## Example call (MCP tools/call, JSON-RPC 2.0)

```json
{
  "jsonrpc": "2.0",
  "id": 1,
  "method": "tools/call",
  "params": {
    "name": "tilemap_clear",
    "arguments": {}
  }
}
```

## Why tilemap_clear is rated Critical

Although the description notes the action is 'undoable', the tool itself performs an irreversible operation from the perspective of a single execution: it deletes all cells from a tilemap layer. Even though Godot's undo system can restore the state, the tool's direct effect is destructive (removing data). An AI agent invoking this without explicit user intent could wipe out significant level design work.

From the tool's own definition: "Tool description states it will 'Remove every painted cell from a TileMapLayer' and explicitly notes it is 'undoable'. The keyword 'Remove' combined with 'every painted cell' indicates wholesale deletion of tilemap data."

Risk signals: Bulk/mass operation — affects multiple targets

## Use case

AI agents call tilemap_clear to permanently remove resources in Godot Breakpoint, typically in cleanup and lifecycle workflows. It does its job in a single call, and there is no undo.

## Recommended policy (PolicyLayer)

Verdict: **Hidden**. Enforced by the PolicyLayer MCP gateway (https://policylayer.com/mcp-gateway) before a call reaches Godot Breakpoint:

```json
{
  "version": "1",
  "default": "deny",
  "hide": [
    "tilemap_clear"
  ]
}
```

## Other tools on Godot Breakpoint (238)

- `anim_delete` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/anim-delete.md
- `anim_remove_key` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/anim-remove-key.md
- `cs_rename` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/cs-rename.md
- `filesystem_move` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/filesystem-move.md
- `inputmap_erase_action` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/inputmap-erase-action.md
- `node_delete` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/node-delete.md
- `project_remove_autoload` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/project-remove-autoload.md
- `scene_close` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/scene-close.md
- `scene_reload` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/scene-reload.md
- `shader_set_code` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/shader-set-code.md
- `cs_dbg_attach` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/cs-dbg-attach.md
- `cs_dbg_continue` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/cs-dbg-continue.md
- `cs_dbg_evaluate` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/cs-dbg-evaluate.md
- `cs_dbg_launch` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/cs-dbg-launch.md
- `cs_dbg_restart` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/cs-dbg-restart.md
- `cs_dbg_set_exception_breakpoints` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/cs-dbg-set-exception-breakpoints.md
- `cs_dbg_step` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/cs-dbg-step.md
- `dbg_attach` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-attach.md
- `dbg_continue` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-continue.md
- `dbg_evaluate` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-evaluate.md
- `dbg_goto` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-goto.md
- `dbg_launch` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-launch.md
- `dbg_restart` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-restart.md
- `dbg_set_exception_breakpoints` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-set-exception-breakpoints.md
- `dbg_set_variable` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-set-variable.md
- `dbg_step` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-step.md
- `filesystem_scan` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/filesystem-scan.md
- `godot_launch_editor` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/godot-launch-editor.md
- `godot_run_managed` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/godot-run-managed.md
- `godot_run_project` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/godot-run-project.md
- …and 208 more: https://policylayer.com/tools/godot-breakpoint-mcp.md

## For agents

This record is a snapshot. Live verdicts and the full registry:

- Check every server in your MCP config at once: `npx -y policylayer stack`
- Vet a server before you add it: install the mcp-precheck skill — `npx skills add https://policylayer.com` (skill text: https://policylayer.com/skill.md)
- Query the registry over MCP: endpoint `https://api.policylayer.com/mcp` — tools `check_mcp_server`, `check_mcp_stack`, `check_tool`, `search_registry`, `get_change_events`

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Source: the PolicyLayer MCP registry — one continuously verified record per MCP server. Full record: https://policylayer.com/registry?q=godot-breakpoint-mcp · API: https://policylayer.com/registry/api · Policy library: https://policylayer.com/policies/godot-breakpoint-mcp
