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authorCampbell Barton <ideasman42@gmail.com>2011-10-17 10:58:07 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-10-17 10:58:07 +0400
commitfda20451502fea888019ce0d8b044b5dbecab491 (patch)
tree8f5d726fbad35bb1563d28c0365cb7f58f05999d /release/scripts/startup
parent61389bba41857ec468b5844e3fd9f713b4d9c4a5 (diff)
correct spelling errors in comments
Diffstat (limited to 'release/scripts/startup')
-rw-r--r--release/scripts/startup/bl_operators/anim.py2
-rw-r--r--release/scripts/startup/bl_operators/console.py4
-rw-r--r--release/scripts/startup/bl_operators/object.py8
-rw-r--r--release/scripts/startup/bl_operators/uvcalc_follow_active.py12
-rw-r--r--release/scripts/startup/bl_operators/uvcalc_lightmap.py26
-rw-r--r--release/scripts/startup/bl_operators/uvcalc_smart_project.py88
-rw-r--r--release/scripts/startup/bl_operators/vertexpaint_dirt.py4
-rw-r--r--release/scripts/startup/bl_operators/view3d.py4
-rw-r--r--release/scripts/startup/bl_operators/wm.py27
-rw-r--r--release/scripts/startup/bl_ui/properties_animviz.py4
-rw-r--r--release/scripts/startup/bl_ui/properties_data_armature.py6
-rw-r--r--release/scripts/startup/bl_ui/properties_data_bone.py2
-rw-r--r--release/scripts/startup/bl_ui/properties_material.py22
-rw-r--r--release/scripts/startup/bl_ui/properties_object_constraint.py2
-rw-r--r--release/scripts/startup/bl_ui/properties_physics_common.py2
-rw-r--r--release/scripts/startup/bl_ui/properties_texture.py12
-rw-r--r--release/scripts/startup/bl_ui/space_logic.py2
-rw-r--r--release/scripts/startup/bl_ui/space_userpref.py4
-rw-r--r--release/scripts/startup/bl_ui/space_userpref_keymap.py6
-rw-r--r--release/scripts/startup/bl_ui/space_view3d.py8
-rw-r--r--release/scripts/startup/bl_ui/space_view3d_toolbar.py12
21 files changed, 128 insertions, 129 deletions
diff --git a/release/scripts/startup/bl_operators/anim.py b/release/scripts/startup/bl_operators/anim.py
index 7d1f3b8f5f0..3051914cf00 100644
--- a/release/scripts/startup/bl_operators/anim.py
+++ b/release/scripts/startup/bl_operators/anim.py
@@ -87,7 +87,7 @@ class ANIM_OT_keying_set_export(Operator):
# --------------------------------------------------------
# generate and write set of lookups for id's used in paths
- # cache for syncing ID-blocks to bpy paths + shorthands
+ # cache for syncing ID-blocks to bpy paths + shorthand's
id_to_paths_cache = {}
for ksp in ks.paths:
diff --git a/release/scripts/startup/bl_operators/console.py b/release/scripts/startup/bl_operators/console.py
index 109ca758ea8..8afcdf5f67e 100644
--- a/release/scripts/startup/bl_operators/console.py
+++ b/release/scripts/startup/bl_operators/console.py
@@ -62,7 +62,7 @@ class ConsoleAutocomplete(Operator):
class ConsoleBanner(Operator):
- '''Print a message whem the terminal initializes'''
+ '''Print a message when the terminal initializes'''
bl_idname = "console.banner"
bl_label = "Console Banner"
@@ -97,7 +97,7 @@ class ConsoleLanguage(Operator):
def execute(self, context):
sc = context.space_data
- # defailt to python
+ # default to python
sc.language = self.language
bpy.ops.console.banner()
diff --git a/release/scripts/startup/bl_operators/object.py b/release/scripts/startup/bl_operators/object.py
index d7c6cfc0565..51c530db672 100644
--- a/release/scripts/startup/bl_operators/object.py
+++ b/release/scripts/startup/bl_operators/object.py
@@ -174,7 +174,7 @@ class SelectHierarchy(Operator):
select_new.sort(key=lambda obj_iter: obj_iter.name)
act_new = select_new[0]
- # dont edit any object settings above this
+ # don't edit any object settings above this
if select_new:
if not self.extend:
bpy.ops.object.select_all(action='DESELECT')
@@ -331,7 +331,7 @@ class ShapeTransfer(Operator):
orig_shape_coords = me_cos(ob_act.active_shape_key.data)
orig_normals = me_nos(me.vertices)
- # the actual mverts location isnt as relyable as the base shape :S
+ # the actual mverts location isn't as reliable as the base shape :S
# orig_coords = me_cos(me.vertices)
orig_coords = me_cos(me.shape_keys.key_blocks[0].data)
@@ -721,8 +721,8 @@ class TransformsToDeltasAnim(Operator):
fcu.data_path = "delta_rotation_quaternion"
obj.rotation_quaternion.identity()
# XXX: currently not implemented
- # elif fcu.data_path == "rotation_axis_angle":
- # fcu.data_path = "delta_rotation_axis_angle"
+ #~ elif fcu.data_path == "rotation_axis_angle":
+ #~ fcu.data_path = "delta_rotation_axis_angle"
elif fcu.data_path == "scale":
fcu.data_path = "delta_scale"
obj.scale = 1.0, 1.0, 1.0
diff --git a/release/scripts/startup/bl_operators/uvcalc_follow_active.py b/release/scripts/startup/bl_operators/uvcalc_follow_active.py
index 05656f5397d..324414b8bcb 100644
--- a/release/scripts/startup/bl_operators/uvcalc_follow_active.py
+++ b/release/scripts/startup/bl_operators/uvcalc_follow_active.py
@@ -104,13 +104,13 @@ def extend(obj, operator, EXTEND_MODE):
uvs_vhash_target[edgepair_inner_target[1]][:] = uvs_vhash_source[edgepair_inner_source[iB]]
# Set the 2 UV's on the target face that are not touching
- # for this we need to do basic expaning on the source faces UV's
+ # for this we need to do basic expanding on the source faces UV's
if EXTEND_MODE == 'LENGTH':
try: # divide by zero is possible
'''
measure the length of each face from the middle of each edge to the opposite
- allong the axis we are copying, use this
+ along the axis we are copying, use this
'''
i1a = edgepair_outer_target[iB]
i2a = edgepair_inner_target[iA]
@@ -158,11 +158,11 @@ def extend(obj, operator, EXTEND_MODE):
# Modes
# 0 unsearched
# 1:mapped, use search from this face. - removed!!
- # 2:all siblings have been searched. dont search again.
+ # 2:all siblings have been searched. don't search again.
face_modes = [0] * len(face_sel)
face_modes[face_act_local_index] = 1 # extend UV's from this face.
- # Edge connectivty
+ # Edge connectivity
edge_faces = {}
for i, f in enumerate(face_sel):
for edkey in f.edge_keys:
@@ -181,7 +181,7 @@ def extend(obj, operator, EXTEND_MODE):
looplen[0] += (me_verts[ed[0]].co - me_verts[ed[1]].co).length
looplen[0] = looplen[0] / len(loop)
- # remove seams, so we dont map accross seams.
+ # remove seams, so we don't map across seams.
for ed in me.edges:
if ed.use_seam:
# remove the edge pair if we can
@@ -213,7 +213,7 @@ def extend(obj, operator, EXTEND_MODE):
face_modes[i] = 1 # we can map from this one now.
ok = True # keep searching
- face_modes[i] = 2 # dont search again
+ face_modes[i] = 2 # don't search again
if is_editmode:
bpy.ops.object.mode_set(mode='EDIT')
diff --git a/release/scripts/startup/bl_operators/uvcalc_lightmap.py b/release/scripts/startup/bl_operators/uvcalc_lightmap.py
index d9cdb1794c2..52548817620 100644
--- a/release/scripts/startup/bl_operators/uvcalc_lightmap.py
+++ b/release/scripts/startup/bl_operators/uvcalc_lightmap.py
@@ -36,7 +36,7 @@ class prettyface(object):
def __init__(self, data):
self.has_parent = False
- self.rot = False # only used for triables
+ self.rot = False # only used for triangles
self.xoff = 0
self.yoff = 0
@@ -157,7 +157,7 @@ class prettyface(object):
angles_co.sort()
I = [i for a, i in angles_co]
- # fuv = f.uv
+ #~ fuv = f.uv
fuv = f.id_data.uv_textures.active.data[f.index].uv # XXX25
if self.rot:
@@ -200,8 +200,8 @@ def lightmap_uvpack(meshes,
'''
BOX_DIV if the maximum division of the UV map that
a box may be consolidated into.
- Basicly, a lower value will be slower but waist less space
- and a higher value will have more clumpy boxes but more waisted space
+ Basically, a lower value will be slower but waist less space
+ and a higher value will have more clumpy boxes but more wasted space
'''
import time
from math import sqrt
@@ -321,7 +321,7 @@ def lightmap_uvpack(meshes,
lengths.append(curr_len)
curr_len = curr_len / 2.0
- # Dont allow boxes smaller then the margin
+ # Don't allow boxes smaller then the margin
# since we contract on the margin, boxes that are smaller will create errors
# print(curr_len, side_len/MARGIN_DIV)
if curr_len / 4.0 < side_len / PREF_MARGIN_DIV:
@@ -371,9 +371,9 @@ def lightmap_uvpack(meshes,
print("...done")
# Since the boxes are sized in powers of 2, we can neatly group them into bigger squares
- # this is done hierarchily, so that we may avoid running the pack function
+ # this is done hierarchically, so that we may avoid running the pack function
# on many thousands of boxes, (under 1k is best) because it would get slow.
- # Using an off and even dict us usefull because they are packed differently
+ # Using an off and even dict us useful because they are packed differently
# where w/h are the same, their packed in groups of 4
# where they are different they are packed in pairs
#
@@ -393,14 +393,14 @@ def lightmap_uvpack(meshes,
# Count the number of boxes consolidated, only used for stats.
c = 0
- # This is tricky. the total area of all packed boxes, then squt that to get an estimated size
+ # This is tricky. the total area of all packed boxes, then sqrt() that to get an estimated size
# this is used then converted into out INT space so we can compare it with
# the ints assigned to the boxes size
- # and divided by BOX_DIV, basicly if BOX_DIV is 8
- # ...then the maximum box consolidataion (recursive grouping) will have a max width & height
+ # and divided by BOX_DIV, basically if BOX_DIV is 8
+ # ...then the maximum box consolidation (recursive grouping) will have a max width & height
# ...1/8th of the UV size.
# ...limiting this is needed or you end up with bug unused texture spaces
- # ...however if its too high, boxpacking is way too slow for high poly meshes.
+ # ...however if its too high, box-packing is way too slow for high poly meshes.
float_to_int_factor = lengths_to_ints[0][0]
if float_to_int_factor > 0:
max_int_dimension = int(((side_len / float_to_int_factor)) / PREF_BOX_DIV)
@@ -409,7 +409,7 @@ def lightmap_uvpack(meshes,
max_int_dimension = 0.0 # wont be used
ok = False
- # RECURSIVE prettyface grouping
+ # RECURSIVE pretty face grouping
while ok:
ok = False
@@ -456,7 +456,7 @@ def lightmap_uvpack(meshes,
pretty_faces = [pf for pf in pretty_faces if not pf.has_parent]
- # spin every second prettyface
+ # spin every second pretty-face
# if there all vertical you get less efficiently used texture space
i = len(pretty_faces)
d = 0
diff --git a/release/scripts/startup/bl_operators/uvcalc_smart_project.py b/release/scripts/startup/bl_operators/uvcalc_smart_project.py
index 5985a37a0c9..1248fc24ed7 100644
--- a/release/scripts/startup/bl_operators/uvcalc_smart_project.py
+++ b/release/scripts/startup/bl_operators/uvcalc_smart_project.py
@@ -34,7 +34,7 @@ USER_FILL_HOLES_QUALITY = None
def pointInTri2D(v, v1, v2, v3):
key = v1.x, v1.y, v2.x, v2.y, v3.x, v3.y
- # Commented because its slower to do the bounds check, we should realy cache the bounds info for each face.
+ # Commented because its slower to do the bounds check, we should really cache the bounds info for each face.
'''
# BOUNDS CHECK
xmin= 1000000
@@ -119,7 +119,7 @@ def boundsEdgeLoop(edges):
"""
# Turns the islands into a list of unpordered edges (Non internal)
-# Onlt for UV's
+# Only for UV's
# only returns outline edges for intersection tests. and unique points.
def island2Edge(island):
@@ -141,7 +141,7 @@ def island2Edge(island):
else:
i1= vIdx; i2= vIdx-1
- try: edges[ f_uvkey[i1], f_uvkey[i2] ] *= 0 # sets eny edge with more then 1 user to 0 are not returned.
+ try: edges[ f_uvkey[i1], f_uvkey[i2] ] *= 0 # sets any edge with more then 1 user to 0 are not returned.
except: edges[ f_uvkey[i1], f_uvkey[i2] ] = (f.uv[i1] - f.uv[i2]).length,
# If 2 are the same then they will be together, but full [a,b] order is not correct.
@@ -162,10 +162,10 @@ def island2Edge(island):
return length_sorted_edges, [v.to_3d() for v in unique_points.values()]
# ========================= NOT WORKING????
-# Find if a points inside an edge loop, un-orderd.
+# Find if a points inside an edge loop, un-ordered.
# pt is and x/y
# edges are a non ordered loop of edges.
-# #offsets are the edge x and y offset.
+# offsets are the edge x and y offset.
"""
def pointInEdges(pt, edges):
#
@@ -223,7 +223,7 @@ def islandIntersectUvIsland(source, target, SourceOffset):
if pointInIsland(pv+SourceOffset, target[0]):
return 2 # SOURCE INSIDE TARGET
- # 2 test for a part of the target being totaly inside the source.
+ # 2 test for a part of the target being totally inside the source.
for pv in target[7]:
if pointInIsland(pv-SourceOffset, source[0]):
return 3 # PART OF TARGET INSIDE SOURCE.
@@ -242,7 +242,7 @@ def testNewVecLs2DRotIsBetter(vecs, mat=-1, bestAreaSoFar = -1):
for i, v in enumerate(vecs):
- # Do this allong the way
+ # Do this along the way
if mat != -1:
v = vecs[i] = mat * v
x= v.x
@@ -252,7 +252,7 @@ def testNewVecLs2DRotIsBetter(vecs, mat=-1, bestAreaSoFar = -1):
if x>maxx: maxx= x
if y>maxy: maxy= y
- # Spesific to this algo, bail out if we get bigger then the current area
+ # Specific to this algo, bail out if we get bigger then the current area
if bestAreaSoFar != -1 and (maxx-minx) * (maxy-miny) > bestAreaSoFar:
return (BIG_NUM, None), None
w = maxx-minx
@@ -262,7 +262,7 @@ def testNewVecLs2DRotIsBetter(vecs, mat=-1, bestAreaSoFar = -1):
def optiRotateUvIsland(faces):
global currentArea
- # Bestfit Rotation
+ # Best-fit Rotation
def best2dRotation(uvVecs, MAT1, MAT2):
global currentArea
@@ -318,7 +318,7 @@ def optiRotateUvIsland(faces):
currentArea = newAreaPos
# 45d done
- # Testcase different rotations and find the onfe that best fits in a square
+ # Testcase different rotations and find the one that best fits in a square
for ROTMAT in RotMatStepRotation:
uvVecs = best2dRotation(uvVecs, ROTMAT[0], ROTMAT[1])
@@ -409,7 +409,7 @@ def mergeUvIslands(islandList):
BREAK= False
while areaIslandIdx < len(decoratedIslandListAreaSort) and not BREAK:
sourceIsland = decoratedIslandListAreaSort[areaIslandIdx]
- # Alredy packed?
+ # Already packed?
if not sourceIsland[0]:
areaIslandIdx+=1
else:
@@ -420,7 +420,7 @@ def mergeUvIslands(islandList):
BREAK= True
break
- # Now we have 2 islands, is the efficience of the islands lowers theres an
+ # Now we have 2 islands, if the efficiency of the islands lowers theres an
# increasing likely hood that we can fit merge into the bigger UV island.
# this ensures a tight fit.
@@ -435,12 +435,12 @@ def mergeUvIslands(islandList):
pass
else:
- # ([island, totFaceArea, efficiency, islandArea, w,h])
- # Waisted space on target is greater then UV bounding island area.
+ #~ ([island, totFaceArea, efficiency, islandArea, w,h])
+ # Wasted space on target is greater then UV bounding island area.
- # if targetIsland[3] > (sourceIsland[2]) and\ #
- # print USER_FREE_SPACE_TO_TEST_QUALITY
+ #~ if targetIsland[3] > (sourceIsland[2]) and\ #
+ #~ print USER_FREE_SPACE_TO_TEST_QUALITY
if targetIsland[2] > (sourceIsland[1] * USER_FREE_SPACE_TO_TEST_QUALITY) and\
targetIsland[4] > sourceIsland[4] and\
targetIsland[5] > sourceIsland[5]:
@@ -456,7 +456,7 @@ def mergeUvIslands(islandList):
boxLeft = 0
- # Distllllance we can move between whilst staying inside the targets bounds.
+ # Distance we can move between whilst staying inside the targets bounds.
testWidth = targetIsland[4] - sourceIsland[4]
testHeight = targetIsland[5] - sourceIsland[5]
@@ -474,25 +474,25 @@ def mergeUvIslands(islandList):
boxLeft = 0 # Start 1 back so we can jump into the loop.
boxBottom= 0 #-yIncrement
- ##testcount= 0
+ #~ testcount= 0
while boxBottom <= testHeight:
# Should we use this? - not needed for now.
- #if Window.GetKeyQualifiers() & ctrl:
- # BREAK= True
- # break
+ #~ if Window.GetKeyQualifiers() & ctrl:
+ #~ BREAK= True
+ #~ break
##testcount+=1
#print 'Testing intersect'
Intersect = islandIntersectUvIsland(sourceIsland, targetIsland, Vector((boxLeft, boxBottom)))
#print 'Done', Intersect
- if Intersect == 1: # Line intersect, dont bother with this any more
+ if Intersect == 1: # Line intersect, don't bother with this any more
pass
if Intersect == 2: # Source inside target
'''
We have an intersection, if we are inside the target
- then move us 1 whole width accross,
+ then move us 1 whole width across,
Its possible this is a bad idea since 2 skinny Angular faces
could join without 1 whole move, but its a lot more optimal to speed this up
since we have already tested for it.
@@ -500,7 +500,7 @@ def mergeUvIslands(islandList):
It gives about 10% speedup with minimal errors.
'''
#print 'ass'
- # Move the test allong its width + SMALL_NUM
+ # Move the test along its width + SMALL_NUM
#boxLeft += sourceIsland[4] + SMALL_NUM
boxLeft += sourceIsland[4]
elif Intersect == 0: # No intersection?? Place it.
@@ -551,7 +551,7 @@ def mergeUvIslands(islandList):
break
- # INCREMENR NEXT LOCATION
+ # INCREMENT NEXT LOCATION
if boxLeft > testWidth:
boxBottom += yIncrement
boxLeft = 0.0
@@ -572,8 +572,8 @@ def mergeUvIslands(islandList):
# Takes groups of faces. assumes face groups are UV groups.
def getUvIslands(faceGroups, me):
- # Get seams so we dont cross over seams
- edge_seams = {} # shoudl be a set
+ # Get seams so we don't cross over seams
+ edge_seams = {} # should be a set
for ed in me.edges:
if ed.use_seam:
edge_seams[ed.key] = None # dummy var- use sets!
@@ -609,7 +609,7 @@ def getUvIslands(faceGroups, me):
# Modes
# 0 - face not yet touched.
# 1 - added to island list, and need to search
- # 2 - touched and searched - dont touch again.
+ # 2 - touched and searched - don't touch again.
face_modes = [0] * len(faces) # initialize zero - untested.
face_modes[0] = 1 # start the search with face 1
@@ -633,7 +633,7 @@ def getUvIslands(faceGroups, me):
face_modes[ii] = ok = 1 # mark as searched
newIsland.append(faces[ii])
- # mark as searched, dont look again.
+ # mark as searched, don't look again.
face_modes[i] = 2
islandList.append(newIsland)
@@ -664,8 +664,8 @@ def packIslands(islandList):
# Now we have UV islands, we need to pack them.
- # Make a synchronised list with the islands
- # so we can box pak the islands.
+ # Make a synchronized list with the islands
+ # so we can box pack the islands.
packBoxes = []
# Keep a list of X/Y offset so we can save time by writing the
@@ -716,14 +716,14 @@ def packIslands(islandList):
# print 'Box Packing Time:', time.time() - time1
#if len(pa ckedLs) != len(islandList):
- # raise "Error packed boxes differes from original length"
+ # raise "Error packed boxes differs from original length"
#print '\tWriting Packed Data to faces'
#XXX Window.DrawProgressBar(0.8, 'Writing Packed Data to faces')
# Sort by ID, so there in sync again
islandIdx = len(islandList)
- # Having these here avoids devide by 0
+ # Having these here avoids divide by 0
if islandIdx:
if USER_STRETCH_ASPECT:
@@ -845,9 +845,9 @@ def main(context,
time.sleep(10)
'''
-#XXX if not Draw.PupBlock(ob % len(obList), pup_block):
-#XXX return
-#XXX del ob
+#~ XXX if not Draw.PupBlock(ob % len(obList), pup_block):
+#~ XXX return
+#~ XXX del ob
# Convert from being button types
@@ -859,10 +859,10 @@ def main(context,
is_editmode = (context.active_object.mode == 'EDIT')
if is_editmode:
bpy.ops.object.mode_set(mode='OBJECT')
- # Assume face select mode! an annoying hack to toggle face select mode because Mesh dosent like faceSelectMode.
+ # Assume face select mode! an annoying hack to toggle face select mode because Mesh doesn't like faceSelectMode.
if USER_SHARE_SPACE:
- # Sort by data name so we get consistant results
+ # Sort by data name so we get consistent results
obList.sort(key = lambda ob: ob.data.name)
collected_islandList= []
@@ -870,7 +870,7 @@ def main(context,
time1 = time.time()
- # Tag as False se we dont operate on the same mesh twice.
+ # Tag as False so we don't operate on the same mesh twice.
#XXX bpy.data.meshes.tag = False
for me in bpy.data.meshes:
me.tag = False
@@ -885,7 +885,7 @@ def main(context,
# Tag as used
me.tag = True
- if not me.uv_textures: # Mesh has no UV Coords, dont bother.
+ if not me.uv_textures: # Mesh has no UV Coords, don't bother.
me.uv_textures.new()
uv_layer = me.uv_textures.active.data
@@ -902,7 +902,7 @@ def main(context,
#XXX Window.DrawProgressBar(0.1, 'SmartProj UV Unwrapper, mapping "%s", %i faces.' % (me.name, len(meshFaces)))
# =======
- # Generate a projection list from face normals, this is ment to be smart :)
+ # Generate a projection list from face normals, this is meant to be smart :)
# make a list of face props that are in sync with meshFaces
# Make a Face List that is sorted by area.
@@ -928,7 +928,7 @@ def main(context,
# Initialize projectVecs
if USER_VIEW_INIT:
# Generate Projection
- projectVecs = [Vector(Window.GetViewVector()) * ob.matrix_world.inverted().to_3x3()] # We add to this allong the way
+ projectVecs = [Vector(Window.GetViewVector()) * ob.matrix_world.inverted().to_3x3()] # We add to this along the way
else:
projectVecs = []
@@ -936,7 +936,7 @@ def main(context,
newProjectMeshFaces = [] # Popping stuffs it up.
- # Predent that the most unique angke is ages away to start the loop off
+ # Pretend that the most unique angle is ages away to start the loop off
mostUniqueAngle = -1.0
# This is popped
@@ -950,7 +950,7 @@ def main(context,
# add all the faces that are close.
for fIdx in range(len(tempMeshFaces)-1, -1, -1):
- # Use half the angle limit so we dont overweight faces towards this
+ # Use half the angle limit so we don't overweight faces towards this
# normal and hog all the faces.
if newProjectVec.dot(tempMeshFaces[fIdx].no) > USER_PROJECTION_LIMIT_HALF_CONVERTED:
newProjectMeshFaces.append(tempMeshFaces.pop(fIdx))
diff --git a/release/scripts/startup/bl_operators/vertexpaint_dirt.py b/release/scripts/startup/bl_operators/vertexpaint_dirt.py
index 4c78adb7161..ce4942ae238 100644
--- a/release/scripts/startup/bl_operators/vertexpaint_dirt.py
+++ b/release/scripts/startup/bl_operators/vertexpaint_dirt.py
@@ -16,7 +16,7 @@
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
-# ***** END GPL LICENCE BLOCK *****
+# ***** END GPL LICENSE BLOCK *****
# --------------------------------------------------------------------------
# <pep8 compliant>
@@ -69,7 +69,7 @@ def applyVertexDirt(me, blur_iterations, blur_strength, clamp_dirt, clamp_clean,
vec /= tot_con
- # angle is the acos of the dot product between vert and connected verts normals
+ # angle is the acos() of the dot product between vert and connected verts normals
ang = acos(no.dot(vec))
# enforce min/max
diff --git a/release/scripts/startup/bl_operators/view3d.py b/release/scripts/startup/bl_operators/view3d.py
index 05b53219119..315b7e5c4fc 100644
--- a/release/scripts/startup/bl_operators/view3d.py
+++ b/release/scripts/startup/bl_operators/view3d.py
@@ -33,7 +33,7 @@ class VIEW3D_OT_edit_mesh_extrude_individual_move(Operator):
totface = mesh.total_face_sel
totedge = mesh.total_edge_sel
- # totvert = mesh.total_vert_sel
+ #~ totvert = mesh.total_vert_sel
if select_mode[2] and totface == 1:
bpy.ops.mesh.extrude_region_move('INVOKE_REGION_WIN',
@@ -65,7 +65,7 @@ class VIEW3D_OT_edit_mesh_extrude_move(Operator):
totface = mesh.total_face_sel
totedge = mesh.total_edge_sel
- # totvert = mesh.total_vert_sel
+ #~ totvert = mesh.total_vert_sel
if totface >= 1:
bpy.ops.mesh.extrude_region_move('INVOKE_REGION_WIN',
diff --git a/release/scripts/startup/bl_operators/wm.py b/release/scripts/startup/bl_operators/wm.py
index 85e79914ce3..63104ca00c3 100644
--- a/release/scripts/startup/bl_operators/wm.py
+++ b/release/scripts/startup/bl_operators/wm.py
@@ -70,7 +70,7 @@ def context_path_validate(context, data_path):
# One of the items in the rna path is None, just ignore this
value = Ellipsis
else:
- # We have a real error in the rna path, dont ignore that
+ # We have a real error in the rna path, don't ignore that
raise
return value
@@ -103,7 +103,7 @@ def operator_value_is_undo(value):
def operator_path_is_undo(context, data_path):
# note that if we have data paths that use strings this could fail
- # luckily we dont do this!
+ # luckily we don't do this!
#
# When we cant find the data owner assume no undo is needed.
data_path_head, data_path_sep, data_path_tail = data_path.rpartition(".")
@@ -425,7 +425,7 @@ class WM_OT_context_cycle_enum(Operator):
rna_struct_str, rna_prop_str = data_path.rsplit('.', 1)
i = rna_prop_str.find('[')
- # just incse we get "context.foo.bar[0]"
+ # just in case we get "context.foo.bar[0]"
if i != -1:
rna_prop_str = rna_prop_str[0:i]
@@ -820,8 +820,7 @@ class WM_OT_doc_view(Operator):
class_name = rna_parent.identifier
rna_parent = rna_parent.base
- # It so happens that epydoc nests these, not sphinx
- # class_name_full = self._nested_class_string(class_name)
+ #~ class_name_full = self._nested_class_string(class_name)
url = ("%s/bpy.types.%s.html#bpy.types.%s.%s" %
(self._prefix, class_name, class_name, class_prop))
@@ -1014,7 +1013,7 @@ class WM_OT_properties_edit(Operator):
item = eval("context.%s" % data_path)
# setup defaults
- prop_ui = rna_idprop_ui_prop_get(item, self.property, False) # dont create
+ prop_ui = rna_idprop_ui_prop_get(item, self.property, False) # don't create
if prop_ui:
self.min = prop_ui.get("min", -1000000000)
self.max = prop_ui.get("max", 1000000000)
@@ -1171,7 +1170,7 @@ class WM_OT_copy_prev_settings(Operator):
shutil.rmtree(os.path.join(path_dst, 'scripts'))
shutil.rmtree(os.path.join(path_dst, 'plugins'))
- # dont loose users work if they open the splash later.
+ # don't loose users work if they open the splash later.
if bpy.data.is_saved is bpy.data.is_dirty is False:
bpy.ops.wm.read_homefile()
else:
@@ -1372,9 +1371,9 @@ class WM_OT_keyitem_add(Operator):
km = context.keymap
if km.is_modal:
- km.keymap_items.new_modal("", 'A', 'PRESS') # kmi
+ km.keymap_items.new_modal("", 'A', 'PRESS') #~ kmi
else:
- km.keymap_items.new("none", 'A', 'PRESS') # kmi
+ km.keymap_items.new("none", 'A', 'PRESS') #~ kmi
# clear filter and expand keymap so we can see the newly added item
if context.space_data.filter_text != "":
@@ -1556,7 +1555,7 @@ class WM_OT_addon_install(Operator):
pyfile = self.filepath
if self.target == 'DEFAULT':
- # dont use bpy.utils.script_paths("addons") because we may not be able to write to it.
+ # don't use bpy.utils.script_paths("addons") because we may not be able to write to it.
path_addons = bpy.utils.user_resource('SCRIPTS', "addons", create=True)
else:
path_addons = bpy.context.user_preferences.filepaths.script_directory
@@ -1637,7 +1636,7 @@ class WM_OT_addon_install(Operator):
addons_new.discard("modules")
# disable any addons we may have enabled previously and removed.
- # this is unlikely but do just incase. bug [#23978]
+ # this is unlikely but do just in case. bug [#23978]
for new_addon in addons_new:
addon_utils.disable(new_addon)
@@ -1652,11 +1651,11 @@ class WM_OT_addon_install(Operator):
context.window_manager.addon_search = info["name"]
break
- # incase a new module path was created to install this addon.
+ # in case a new module path was created to install this addon.
bpy.utils.refresh_script_paths()
# TODO, should not be a warning.
- # self.report({'WARNING'}, "File installed to '%s'\n" % path_dest)
+ #~ self.report({'WARNING'}, "File installed to '%s'\n" % path_dest)
return {'FINISHED'}
def invoke(self, context, event):
@@ -1699,7 +1698,7 @@ class WM_OT_addon_remove(Operator):
self.report('WARNING', "Addon path %r could not be found" % path)
return {'CANCELLED'}
- # incase its enabled
+ # in case its enabled
addon_utils.disable(self.module)
import shutil
diff --git a/release/scripts/startup/bl_ui/properties_animviz.py b/release/scripts/startup/bl_ui/properties_animviz.py
index 3b33a7ccc61..93feb8adc7a 100644
--- a/release/scripts/startup/bl_ui/properties_animviz.py
+++ b/release/scripts/startup/bl_ui/properties_animviz.py
@@ -21,8 +21,8 @@
# Generic Panels (Independent of DataType)
# NOTE:
-# The specialised panel types are derived in their respective UI modules
-# dont register these classes since they are only helpers.
+# The specialized panel types are derived in their respective UI modules
+# don't register these classes since they are only helpers.
class MotionPathButtonsPanel():
diff --git a/release/scripts/startup/bl_ui/properties_data_armature.py b/release/scripts/startup/bl_ui/properties_data_armature.py
index e4744fdb04f..5dadcba2621 100644
--- a/release/scripts/startup/bl_ui/properties_data_armature.py
+++ b/release/scripts/startup/bl_ui/properties_data_armature.py
@@ -214,7 +214,7 @@ class DATA_PT_pose_library(ArmatureButtonsPanel, Panel):
layout.prop(pose_marker_active, "name")
-# TODO: this panel will soon be depreceated too
+# TODO: this panel will soon be deprecated deprecated too
class DATA_PT_ghost(ArmatureButtonsPanel, Panel):
bl_label = "Ghost"
@@ -301,7 +301,7 @@ class DATA_PT_motion_paths(MotionPathButtonsPanel, Panel):
@classmethod
def poll(cls, context):
- # XXX: include posemode check?
+ # XXX: include pose-mode check?
return (context.object) and (context.armature)
def draw(self, context):
@@ -324,7 +324,7 @@ class DATA_PT_onion_skinning(OnionSkinButtonsPanel): # , Panel): # inherit from
@classmethod
def poll(cls, context):
- # XXX: include posemode check?
+ # XXX: include pose-mode check?
return (context.object) and (context.armature)
def draw(self, context):
diff --git a/release/scripts/startup/bl_ui/properties_data_bone.py b/release/scripts/startup/bl_ui/properties_data_bone.py
index b3eaf88d5bf..807e5e63bc5 100644
--- a/release/scripts/startup/bl_ui/properties_data_bone.py
+++ b/release/scripts/startup/bl_ui/properties_data_bone.py
@@ -189,7 +189,7 @@ class BONE_PT_display(BoneButtonsPanel, Panel):
return context.bone
def draw(self, context):
- # note. this works ok in editmode but isnt
+ # note. this works ok in edit-mode but isn't
# all that useful so disabling for now.
layout = self.layout
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py
index 5b00402520e..62cb735fda9 100644
--- a/release/scripts/startup/bl_ui/properties_material.py
+++ b/release/scripts/startup/bl_ui/properties_material.py
@@ -87,7 +87,7 @@ class MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
@classmethod
def poll(cls, context):
- # An exception, dont call the parent poll func because
+ # An exception, don't call the parent poll func because
# this manages materials for all engine types
engine = context.scene.render.engine
@@ -537,7 +537,7 @@ class MATERIAL_PT_halo(MaterialButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
- mat = context.material # dont use node material
+ mat = context.material # don't use node material
halo = mat.halo
def number_but(layout, toggle, number, name, color):
@@ -595,7 +595,7 @@ class MATERIAL_PT_flare(MaterialButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
- mat = context.material # dont use node material
+ mat = context.material # don't use node material
halo = mat.halo
layout.active = halo.use_flare_mode
@@ -622,7 +622,7 @@ class MATERIAL_PT_game_settings(MaterialButtonsPanel, bpy.types.Panel):
def draw(self, context):
layout = self.layout
- game = context.material.game_settings # dont use node material
+ game = context.material.game_settings # don't use node material
row = layout.row()
row.prop(game, "use_backface_culling")
@@ -653,7 +653,7 @@ class MATERIAL_PT_physics(MaterialButtonsPanel, bpy.types.Panel):
layout = self.layout
layout.active = context.material.game_settings.physics
- phys = context.material.physics # dont use node material
+ phys = context.material.physics # don't use node material
split = layout.split()
row = split.row()
@@ -686,7 +686,7 @@ class MATERIAL_PT_strand(MaterialButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
- mat = context.material # dont use node material
+ mat = context.material # don't use node material
tan = mat.strand
split = layout.split()
@@ -862,7 +862,7 @@ class MATERIAL_PT_volume_density(VolumeButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
- vol = context.material.volume # dont use node material
+ vol = context.material.volume # don't use node material
row = layout.row()
row.prop(vol, "density")
@@ -876,7 +876,7 @@ class MATERIAL_PT_volume_shading(VolumeButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
- vol = context.material.volume # dont use node material
+ vol = context.material.volume # don't use node material
split = layout.split()
@@ -901,7 +901,7 @@ class MATERIAL_PT_volume_lighting(VolumeButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
- vol = context.material.volume # dont use node material
+ vol = context.material.volume # don't use node material
split = layout.split()
@@ -942,7 +942,7 @@ class MATERIAL_PT_volume_transp(VolumeButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
- mat = context.material # dont use node material
+ mat = context.material # don't use node material
layout.prop(mat, "transparency_method", expand=True)
@@ -954,7 +954,7 @@ class MATERIAL_PT_volume_integration(VolumeButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
- vol = context.material.volume # dont use node material
+ vol = context.material.volume # don't use node material
split = layout.split()
diff --git a/release/scripts/startup/bl_ui/properties_object_constraint.py b/release/scripts/startup/bl_ui/properties_object_constraint.py
index 05fac2026a0..dc19f58ca35 100644
--- a/release/scripts/startup/bl_ui/properties_object_constraint.py
+++ b/release/scripts/startup/bl_ui/properties_object_constraint.py
@@ -658,7 +658,7 @@ class ConstraintButtonsPanel():
row.label(text="Source to Destination Mapping:")
# note: chr(187) is the ASCII arrow ( >> ). Blender Text Editor can't
- # open it. Thus we are using the hardcoded value instead.
+ # open it. Thus we are using the hard-coded value instead.
row = col.row()
row.prop(con, "map_to_x_from", expand=False, text="")
row.label(text=" %s X" % chr(187))
diff --git a/release/scripts/startup/bl_ui/properties_physics_common.py b/release/scripts/startup/bl_ui/properties_physics_common.py
index 204e25d9f01..64dad98d99a 100644
--- a/release/scripts/startup/bl_ui/properties_physics_common.py
+++ b/release/scripts/startup/bl_ui/properties_physics_common.py
@@ -76,7 +76,7 @@ class PHYSICS_PT_add(PhysicButtonsPanel, Panel):
physics_add(self, col, context.smoke, "Smoke", 'SMOKE', 'MOD_SMOKE', True)
-#cachetype can be 'PSYS' 'HAIR' 'SMOKE' etc
+# cache-type can be 'PSYS' 'HAIR' 'SMOKE' etc
def point_cache_ui(self, context, cache, enabled, cachetype):
layout = self.layout
diff --git a/release/scripts/startup/bl_ui/properties_texture.py b/release/scripts/startup/bl_ui/properties_texture.py
index 34f5a948ee7..73947c21a80 100644
--- a/release/scripts/startup/bl_ui/properties_texture.py
+++ b/release/scripts/startup/bl_ui/properties_texture.py
@@ -927,9 +927,9 @@ class TEXTURE_PT_influence(TextureSlotPanel, Panel):
factor_but(col, "use_map_warp", "warp_factor", "Warp")
factor_but(col, "use_map_displacement", "displacement_factor", "Displace")
- #sub = col.column()
- #sub.active = tex.use_map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror
- #sub.prop(tex, "default_value", text="Amount", slider=True)
+ #~ sub = col.column()
+ #~ sub.active = tex.use_map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror
+ #~ sub.prop(tex, "default_value", text="Amount", slider=True)
elif idblock.type == 'HALO':
layout.label(text="Halo:")
@@ -1014,7 +1014,7 @@ class TEXTURE_PT_influence(TextureSlotPanel, Panel):
col = split.column()
col.prop(tex, "blend_type", text="Blend")
col.prop(tex, "use_rgb_to_intensity")
- # color is used on grayscale textures even when use_rgb_to_intensity is disabled.
+ # color is used on gray-scale textures even when use_rgb_to_intensity is disabled.
col.prop(tex, "color", text="")
col = split.column()
@@ -1027,14 +1027,14 @@ class TEXTURE_PT_influence(TextureSlotPanel, Panel):
if isinstance(idblock, bpy.types.Material):
layout.label(text="Bump Mapping:")
- # only show bump settings if activated but not for normalmap images
+ # only show bump settings if activated but not for normal-map images
row = layout.row()
sub = row.row()
sub.active = (tex.use_map_normal or tex.use_map_warp) and not (tex.texture.type == 'IMAGE' and (tex.texture.use_normal_map or tex.texture.use_derivative_map))
sub.prop(tex, "bump_method", text="Method")
- # the space setting is supported for: derivmaps + bumpmaps (DEFAULT,BEST_QUALITY), not for normalmaps
+ # the space setting is supported for: derivative-maps + bump-maps (DEFAULT,BEST_QUALITY), not for normal-maps
sub = row.row()
sub.active = (tex.use_map_normal or tex.use_map_warp) and not (tex.texture.type == 'IMAGE' and tex.texture.use_normal_map) and ((tex.bump_method in {'BUMP_DEFAULT', 'BUMP_BEST_QUALITY'}) or (tex.texture.type == 'IMAGE' and tex.texture.use_derivative_map))
sub.prop(tex, "bump_objectspace", text="Space")
diff --git a/release/scripts/startup/bl_ui/space_logic.py b/release/scripts/startup/bl_ui/space_logic.py
index 869a91124d3..1ae8095fab3 100644
--- a/release/scripts/startup/bl_ui/space_logic.py
+++ b/release/scripts/startup/bl_ui/space_logic.py
@@ -45,7 +45,7 @@ class LOGIC_PT_properties(Panel):
row = box.row()
row.prop(prop, "name", text="")
row.prop(prop, "type", text="")
- row.prop(prop, "value", text="", toggle=True) # we dont care about the type. rna will display correctly
+ row.prop(prop, "value", text="", toggle=True) # we don't care about the type. rna will display correctly
row.prop(prop, "show_debug", text="", toggle=True, icon='INFO')
row.operator("object.game_property_remove", text="", icon='X', emboss=False).index = i
diff --git a/release/scripts/startup/bl_ui/space_userpref.py b/release/scripts/startup/bl_ui/space_userpref.py
index 1ec6cc39164..96a08e57157 100644
--- a/release/scripts/startup/bl_ui/space_userpref.py
+++ b/release/scripts/startup/bl_ui/space_userpref.py
@@ -426,8 +426,8 @@ class USERPREF_PT_system(Panel):
col.label(text="Anisotropic Filtering")
col.prop(system, "anisotropic_filter", text="")
col.prop(system, "use_vertex_buffer_objects")
- #Anti-aliasing is disabled as it breaks broder/lasso select
- #col.prop(system, "use_antialiasing")
+ # Anti-aliasing is disabled as it breaks border/lasso select
+ #~ col.prop(system, "use_antialiasing")
col.label(text="Window Draw Method:")
col.prop(system, "window_draw_method", text="")
col.label(text="Text Draw Options:")
diff --git a/release/scripts/startup/bl_ui/space_userpref_keymap.py b/release/scripts/startup/bl_ui/space_userpref_keymap.py
index c2e3a145f36..2c537efa61b 100644
--- a/release/scripts/startup/bl_ui/space_userpref_keymap.py
+++ b/release/scripts/startup/bl_ui/space_userpref_keymap.py
@@ -262,7 +262,7 @@ class InputKeyMapPanel:
row = subcol.row(align=True)
- #row.prop_search(wm.keyconfigs, "active", wm, "keyconfigs", text="Key Config:")
+ #~ row.prop_search(wm.keyconfigs, "active", wm, "keyconfigs", text="Key Config:")
text = bpy.path.display_name(context.window_manager.keyconfigs.active.name)
if not text:
text = "Blender (default)"
@@ -270,8 +270,8 @@ class InputKeyMapPanel:
row.operator("wm.keyconfig_preset_add", text="", icon="ZOOMIN")
row.operator("wm.keyconfig_preset_add", text="", icon="ZOOMOUT").remove_active = True
-# layout.context_pointer_set("keyconfig", wm.keyconfigs.active)
-# row.operator("wm.keyconfig_remove", text="", icon='X')
+ #~ layout.context_pointer_set("keyconfig", wm.keyconfigs.active)
+ #~ row.operator("wm.keyconfig_remove", text="", icon='X')
row.prop(context.space_data, "filter_text", icon="VIEWZOOM")
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index ff6afa81e65..e4beee66871 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -1142,7 +1142,7 @@ class VIEW3D_MT_sculpt(Menu):
layout.prop(sculpt, "use_threaded", text="Threaded Sculpt")
layout.prop(sculpt, "show_brush")
- # TODO, make availabel from paint menu!
+ # TODO, make available from paint menu!
layout.prop(tool_settings, "sculpt_paint_use_unified_size", text="Unify Size")
layout.prop(tool_settings, "sculpt_paint_use_unified_strength", text="Unify Strength")
@@ -1413,7 +1413,7 @@ class BoneOptions:
data_path_iter = "selected_bones"
opt_suffix = ""
options.append("lock")
- else: # posemode
+ else: # pose-mode
bone_props = bpy.types.Bone.bl_rna.properties
data_path_iter = "selected_pose_bones"
opt_suffix = "bone."
@@ -2172,7 +2172,7 @@ class VIEW3D_PT_view3d_meshdisplay(Panel):
@classmethod
def poll(cls, context):
- # The active object check is needed because of localmode
+ # The active object check is needed because of local-mode
return (context.active_object and (context.mode == 'EDIT_MESH'))
def draw(self, context):
@@ -2233,7 +2233,7 @@ class VIEW3D_PT_background_image(Panel):
@classmethod
def poll(cls, context):
view = context.space_data
- # bg = context.space_data.background_image
+ #~ bg = context.space_data.background_image
return (view)
def draw_header(self, context):
diff --git a/release/scripts/startup/bl_ui/space_view3d_toolbar.py b/release/scripts/startup/bl_ui/space_view3d_toolbar.py
index 8f1833f952b..a78992d4a07 100644
--- a/release/scripts/startup/bl_ui/space_view3d_toolbar.py
+++ b/release/scripts/startup/bl_ui/space_view3d_toolbar.py
@@ -63,7 +63,7 @@ def draw_gpencil_tools(context, layout):
row.prop(context.tool_settings, "use_grease_pencil_sessions")
-# ********** default tools for objectmode ****************
+# ********** default tools for object-mode ****************
class VIEW3D_PT_tools_objectmode(View3DPanel, Panel):
bl_context = "objectmode"
@@ -385,7 +385,7 @@ class VIEW3D_PT_tools_latticeedit(View3DPanel, Panel):
draw_gpencil_tools(context, layout)
-# ********** default tools for posemode ****************
+# ********** default tools for pose-mode ****************
class VIEW3D_PT_tools_posemode(View3DPanel, Panel):
@@ -1043,7 +1043,7 @@ class VIEW3D_PT_tools_brush_appearance(PaintPanel, Panel):
row = col.row(align=True)
row.prop(brush, "icon_filepath", text="")
-# ********** default tools for weightpaint ****************
+# ********** default tools for weight-paint ****************
class VIEW3D_PT_tools_weightpaint(View3DPanel, Panel):
@@ -1097,9 +1097,9 @@ class VIEW3D_PT_tools_weightpaint_options(View3DPanel, Panel):
# col.prop(wpaint, "mul", text="")
# Also missing now:
-# Soft, Vgroup, X-Mirror and "Clear" Operator.
+# Soft, Vertex-Group, X-Mirror and "Clear" Operator.
-# ********** default tools for vertexpaint ****************
+# ********** default tools for vertex-paint ****************
class VIEW3D_PT_tools_vertexpaint(View3DPanel, Panel):
@@ -1128,7 +1128,7 @@ class VIEW3D_PT_tools_vertexpaint(View3DPanel, Panel):
# col.label(text="Multiply:")
# col.prop(vpaint, "mul", text="")
-# ********** default tools for texturepaint ****************
+# ********** default tools for texture-paint ****************
class VIEW3D_PT_tools_projectpaint(View3DPanel, Panel):