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authorCampbell Barton <ideasman42@gmail.com>2010-07-15 20:56:04 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-07-15 20:56:04 +0400
commit02da5ecfed33139f90a8a35c37300e6d3f3034eb (patch)
treee7282bd10069fac1ea3140cd6b73995d77510f08 /release/scripts
parent220fd2e80aa353087e512d5333a64de1b0734954 (diff)
Apply first pass of edits to rna values from rna_booleans.txt.
These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
Diffstat (limited to 'release/scripts')
-rw-r--r--release/scripts/io/import_anim_bvh.py4
-rw-r--r--release/scripts/modules/add_object_utils.py6
-rw-r--r--release/scripts/modules/bpy_types.py2
-rw-r--r--release/scripts/modules/rigify/__init__.py24
-rw-r--r--release/scripts/modules/rigify/arm_biped.py4
-rw-r--r--release/scripts/op/fcurve_euler_filter.py2
-rw-r--r--release/scripts/op/mesh.py6
-rw-r--r--release/scripts/op/nla.py2
-rw-r--r--release/scripts/op/object.py18
-rw-r--r--release/scripts/op/sequencer.py10
-rw-r--r--release/scripts/op/uv.py4
-rw-r--r--release/scripts/op/uvcalc_follow_active.py2
-rw-r--r--release/scripts/op/uvcalc_smart_project.py4
-rw-r--r--release/scripts/op/vertexpaint_dirt.py2
-rw-r--r--release/scripts/presets/interaction/maya.py6
-rw-r--r--release/scripts/templates/operator_uv.py2
-rw-r--r--release/scripts/ui/properties_data_bone.py6
-rw-r--r--release/scripts/ui/properties_game.py8
-rw-r--r--release/scripts/ui/properties_object_constraint.py2
-rw-r--r--release/scripts/ui/space_time.py2
-rw-r--r--release/scripts/ui/space_view3d.py6
21 files changed, 61 insertions, 61 deletions
diff --git a/release/scripts/io/import_anim_bvh.py b/release/scripts/io/import_anim_bvh.py
index d497ac47065..89097fd53f5 100644
--- a/release/scripts/io/import_anim_bvh.py
+++ b/release/scripts/io/import_anim_bvh.py
@@ -347,7 +347,7 @@ def bvh_node_dict2armature(context, bvh_nodes, ROT_MODE='XYZ', IMPORT_START_FRAM
scn = context.scene
#XXX scn.objects.selected = []
for ob in scn.objects:
- ob.selected = False
+ ob.select = False
scn.set_frame(IMPORT_START_FRAME)
@@ -356,7 +356,7 @@ def bvh_node_dict2armature(context, bvh_nodes, ROT_MODE='XYZ', IMPORT_START_FRAM
scn.objects.link(arm_ob)
- arm_ob.selected = True
+ arm_ob.select = True
scn.objects.active = arm_ob
print(scn.objects.active)
diff --git a/release/scripts/modules/add_object_utils.py b/release/scripts/modules/add_object_utils.py
index cef368c529d..9031121060a 100644
--- a/release/scripts/modules/add_object_utils.py
+++ b/release/scripts/modules/add_object_utils.py
@@ -50,12 +50,12 @@ def add_object_data(context, obdata, operator=None):
# ugh, could be made nicer
for ob in scene.objects:
- ob.selected = False
+ ob.select = False
obj_new = bpy.data.objects.new(obdata.name, obdata)
base = scene.objects.link(obj_new)
- base.selected = True
+ base.select = True
if context.space_data and context.space_data.type == 'VIEW_3D':
base.layers_from_view(context.space_data)
@@ -68,7 +68,7 @@ def add_object_data(context, obdata, operator=None):
if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type:
bpy.ops.object.mode_set(mode='OBJECT')
- obj_act.selected = True
+ obj_act.select = True
scene.update() # apply location
#scene.objects.active = obj_new
diff --git a/release/scripts/modules/bpy_types.py b/release/scripts/modules/bpy_types.py
index 9d6f5ce7b2f..8cbb2bf4e80 100644
--- a/release/scripts/modules/bpy_types.py
+++ b/release/scripts/modules/bpy_types.py
@@ -444,7 +444,7 @@ class Mesh(bpy_types.ID):
if not hasattr(edges, "pop"):
edges = edges[:]
- edge_dict = {ed.key: ed for ed in self.edges if ed.selected}
+ edge_dict = {ed.key: ed for ed in self.edges if ed.select}
while edges:
current_edge = edges.pop()
diff --git a/release/scripts/modules/rigify/__init__.py b/release/scripts/modules/rigify/__init__.py
index ef8f62ad058..095229016e9 100644
--- a/release/scripts/modules/rigify/__init__.py
+++ b/release/scripts/modules/rigify/__init__.py
@@ -191,8 +191,8 @@ def generate_rig(context, obj_orig, prefix="ORG-", META_DEF=True):
obj.animation_data_clear()
# Select generated rig object
- obj_orig.selected = False
- obj.selected = True
+ obj_orig.select = False
+ obj.select = True
scene.objects.active = obj
# Remove all bones from the generated rig armature.
@@ -212,9 +212,9 @@ def generate_rig(context, obj_orig, prefix="ORG-", META_DEF=True):
# Select the temp rigs for merging
for objt in scene.objects:
- objt.selected = False # deselect all objects
- temp_rig_1.selected = True
- temp_rig_2.selected = True
+ objt.select = False # deselect all objects
+ temp_rig_1.select = True
+ temp_rig_2.select = True
scene.objects.active = temp_rig_2
# Merge the temporary rigs
@@ -225,8 +225,8 @@ def generate_rig(context, obj_orig, prefix="ORG-", META_DEF=True):
# Select the generated rig
for objt in scene.objects:
- objt.selected = False # deselect all objects
- obj.selected = True
+ objt.select = False # deselect all objects
+ obj.select = True
scene.objects.active = obj
# Copy over the pose_bone properties
@@ -464,7 +464,7 @@ def generate_rig(context, obj_orig, prefix="ORG-", META_DEF=True):
arm.layer = layer_show
- # obj.restrict_view = True
+ # obj.hide = True
obj.data.draw_axes = False
bpy.ops.object.mode_set(mode=mode_orig)
@@ -490,8 +490,8 @@ def generate_test(context, metarig_type="", GENERATE_FINAL=True):
scene.objects.link(obj_new)
scene.objects.active = obj_new
for obj in scene.objects:
- obj.selected = False
- obj_new.selected = True
+ obj.select = False
+ obj_new.select = True
for module_name in get_submodule_types():
if (metarig_type and module_name != metarig_type):
@@ -551,8 +551,8 @@ def generate_test_all(context, GRAPH=False):
obj.data.drawtype = 'STICK'
obj.location[1] += i
obj_new.location[1] += i
- obj_new.selected = False
- obj.selected = True
+ obj_new.select = False
+ obj.select = True
i += 4
diff --git a/release/scripts/modules/rigify/arm_biped.py b/release/scripts/modules/rigify/arm_biped.py
index 7a99eb5d80a..f80a617df47 100644
--- a/release/scripts/modules/rigify/arm_biped.py
+++ b/release/scripts/modules/rigify/arm_biped.py
@@ -137,8 +137,8 @@ def ik(obj, definitions, base_names, options):
ik.pole_vis = add_stretch_to(obj, mt.forearm, ik.pole, "VIS-%s_ik" % base_names[mt.forearm])
ik.update()
- ik.hand_vis_e.restrict_select = True
- ik.pole_vis_e.restrict_select = True
+ ik.hand_vis_e.hide_select = True
+ ik.pole_vis_e.hide_select = True
bpy.ops.object.mode_set(mode='OBJECT')
diff --git a/release/scripts/op/fcurve_euler_filter.py b/release/scripts/op/fcurve_euler_filter.py
index bba4576ef73..39c226294ee 100644
--- a/release/scripts/op/fcurve_euler_filter.py
+++ b/release/scripts/op/fcurve_euler_filter.py
@@ -40,7 +40,7 @@ def main(context):
flist = bpy.context.active_object.animation_data.action.fcurves
for f in flist:
- if f.selected and f.data_path.endswith("rotation_euler"):
+ if f.select and f.data_path.endswith("rotation_euler"):
cleanupEulCurve(f)
class DiscontFilterOp(bpy.types.Operator):
diff --git a/release/scripts/op/mesh.py b/release/scripts/op/mesh.py
index 78ca9a18cdc..b63997b8eba 100644
--- a/release/scripts/op/mesh.py
+++ b/release/scripts/op/mesh.py
@@ -54,9 +54,9 @@ class MeshSelectInteriorFaces(bpy.types.Operator):
for index, face in enumerate(face_list):
if(test_interior(index)):
- face.selected = True
+ face.select = True
else:
- face.selected = False
+ face.select = False
if is_editmode:
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
@@ -122,7 +122,7 @@ class MeshMirrorUV(bpy.types.Operator):
# as a list
faces = mesh.faces[:]
- fuvsel = [(False not in uv.uv_selected) for uv in active_uv_layer]
+ fuvsel = [(False not in uv.select_uv) for uv in active_uv_layer]
fcents = [f.center for f in faces]
# find mirror faces
diff --git a/release/scripts/op/nla.py b/release/scripts/op/nla.py
index d0c53758ba9..ceb4621d643 100644
--- a/release/scripts/op/nla.py
+++ b/release/scripts/op/nla.py
@@ -100,7 +100,7 @@ def bake(frame_start, frame_end, step=1, only_selected=False):
pose_items = pose.bones.items()
for name, pbone in pose_items:
- if only_selected and not pbone.selected:
+ if only_selected and not pbone.select:
continue
for f in frame_range:
diff --git a/release/scripts/op/object.py b/release/scripts/op/object.py
index b16d2b0dcf2..2df1250251e 100644
--- a/release/scripts/op/object.py
+++ b/release/scripts/op/object.py
@@ -52,9 +52,9 @@ class SelectPattern(bpy.types.Operator):
# Can be pose bones or objects
for item in items:
if pattern_match(item.name, self.properties.pattern):
- item.selected = True
+ item.select = True
elif not self.properties.extend:
- item.selected = False
+ item.select = False
return {'FINISHED'}
@@ -90,7 +90,7 @@ class SelectCamera(bpy.types.Operator):
self.report({'WARNING'}, "Active camera is not in this scene")
context.scene.objects.active = camera
- camera.selected = True
+ camera.select = True
return {'FINISHED'}
@@ -121,7 +121,7 @@ class SelectHierarchy(bpy.types.Operator):
if not self.properties.extend:
# for obj in objs:
- # obj.selected = False
+ # obj.select = False
bpy.ops.object.select_all(action='DESELECT')
if self.properties.direction == 'PARENT':
@@ -135,7 +135,7 @@ class SelectHierarchy(bpy.types.Operator):
if obj_act == obj:
context.scene.objects.active = parent
- parent.selected = True
+ parent.select = True
if parents:
return {'CANCELLED'}
@@ -145,7 +145,7 @@ class SelectHierarchy(bpy.types.Operator):
for obj in objs:
children += list(obj.children)
for obj_iter in children:
- obj_iter.selected = True
+ obj_iter.select = True
children.sort(key=lambda obj_iter: obj_iter.name)
context.scene.objects.active = children[0]
@@ -536,11 +536,11 @@ class IsolateTypeRender(bpy.types.Operator):
for obj in context.visible_objects:
- if obj.selected:
- obj.restrict_render = False
+ if obj.select:
+ obj.hide_render = False
else:
if obj.type == act_type:
- obj.restrict_render = True
+ obj.hide_render = True
return {'FINISHED'}
diff --git a/release/scripts/op/sequencer.py b/release/scripts/op/sequencer.py
index 13668498aae..cf876189907 100644
--- a/release/scripts/op/sequencer.py
+++ b/release/scripts/op/sequencer.py
@@ -40,7 +40,7 @@ class SequencerCrossfadeSounds(bpy.types.Operator):
seq1 = None
seq2 = None
for s in context.scene.sequence_editor.sequences:
- if s.selected and s.type == 'SOUND':
+ if s.select and s.type == 'SOUND':
if seq1 == None:
seq1 = s
elif seq2 == None:
@@ -97,13 +97,13 @@ class SequencerCutMulticam(bpy.types.Operator):
if s.multicam_source == camera:
return {'FINISHED'}
- if not s.selected:
- s.selected = True
+ if not s.select:
+ s.select = True
cfra = context.scene.frame_current
bpy.ops.sequencer.cut(frame=cfra, type='SOFT', side='RIGHT')
for s in context.scene.sequence_editor.sequences_all:
- if s.selected and s.type == 'MULTICAM' and s.frame_final_start <= cfra and cfra < s.frame_final_end:
+ if s.select and s.type == 'MULTICAM' and s.frame_final_start <= cfra and cfra < s.frame_final_end:
context.scene.sequence_editor.active_strip = s
context.scene.sequence_editor.active_strip.multicam_source = camera
@@ -125,7 +125,7 @@ class SequencerDeinterlaceSelectedMovies(bpy.types.Operator):
def execute(self, context):
for s in context.scene.sequence_editor.sequences_all:
- if s.selected and s.type == 'MOVIE':
+ if s.select and s.type == 'MOVIE':
s.de_interlace = True
return {'FINISHED'}
diff --git a/release/scripts/op/uv.py b/release/scripts/op/uv.py
index 51c1695677b..a7abd475b8d 100644
--- a/release/scripts/op/uv.py
+++ b/release/scripts/op/uv.py
@@ -85,9 +85,9 @@ class ExportUVLayout(bpy.types.Operator):
for i in range(uv_layer_len):
uv_elem = uv_layer[i]
# context checks
- if faces[i].selected and (local_image is Ellipsis or local_image == uv_elem.image):
+ if faces[i].select and (local_image is Ellipsis or local_image == uv_elem.image):
#~ uv = uv_elem.uv
- #~ if False not in uv_elem.uv_selected[:len(uv)]:
+ #~ if False not in uv_elem.select_uv[:len(uv)]:
#~ yield (i, uv)
# just write what we see.
diff --git a/release/scripts/op/uvcalc_follow_active.py b/release/scripts/op/uvcalc_follow_active.py
index 61c149c8735..6466d48a9fe 100644
--- a/release/scripts/op/uvcalc_follow_active.py
+++ b/release/scripts/op/uvcalc_follow_active.py
@@ -146,7 +146,7 @@ def extend(obj, operator, EXTEND_MODE):
operator.report({'ERROR'}, "No active face.")
return
- face_sel = [f for f in me.faces if len(f.verts) == 4 and f.selected]
+ face_sel = [f for f in me.faces if len(f.verts) == 4 and f.select]
face_act_local_index = -1
for i, f in enumerate(face_sel):
diff --git a/release/scripts/op/uvcalc_smart_project.py b/release/scripts/op/uvcalc_smart_project.py
index 13bf6244f4d..a7ef980e8c5 100644
--- a/release/scripts/op/uvcalc_smart_project.py
+++ b/release/scripts/op/uvcalc_smart_project.py
@@ -821,7 +821,7 @@ def main(context, island_margin, projection_limit):
#XXX ob = objects.active
ob= objects[0]
- if ob and ob.selected == 0 and ob.type == 'MESH':
+ if ob and (not ob.select) and ob.type == 'MESH':
# Add to the list
obList =[ob]
del objects
@@ -899,7 +899,7 @@ def main(context, island_margin, projection_limit):
me_verts = list(me.verts)
if USER_ONLY_SELECTED_FACES:
- meshFaces = [thickface(f, uv_layer[i], me_verts) for i, f in enumerate(me.faces) if f.selected]
+ meshFaces = [thickface(f, uv_layer[i], me_verts) for i, f in enumerate(me.faces) if f.select]
#else:
# meshFaces = map(thickface, me.faces)
diff --git a/release/scripts/op/vertexpaint_dirt.py b/release/scripts/op/vertexpaint_dirt.py
index c1521866a56..63a3aa3896b 100644
--- a/release/scripts/op/vertexpaint_dirt.py
+++ b/release/scripts/op/vertexpaint_dirt.py
@@ -127,7 +127,7 @@ def applyVertexDirt(me, blur_iterations, blur_strength, clamp_dirt, clamp_clean,
return('CANCELLED', )
for i, f in enumerate(me.faces):
- if not me.use_paint_mask or f.selected:
+ if not me.use_paint_mask or f.select:
f_col = active_col_layer[i]
diff --git a/release/scripts/presets/interaction/maya.py b/release/scripts/presets/interaction/maya.py
index 31652035dff..777dee1e563 100644
--- a/release/scripts/presets/interaction/maya.py
+++ b/release/scripts/presets/interaction/maya.py
@@ -244,9 +244,9 @@ kmi = km.items.add('object.location_clear', 'G', 'PRESS', alt=True)
kmi = km.items.add('object.rotation_clear', 'R', 'PRESS', alt=True)
kmi = km.items.add('object.scale_clear', 'S', 'PRESS', alt=True)
kmi = km.items.add('object.origin_clear', 'O', 'PRESS', alt=True)
-kmi = km.items.add('object.restrictview_clear', 'H', 'PRESS', alt=True)
-kmi = km.items.add('object.restrictview_set', 'H', 'PRESS')
-kmi = km.items.add('object.restrictview_set', 'H', 'PRESS', shift=True)
+kmi = km.items.add('object.hide_clear', 'H', 'PRESS', alt=True)
+kmi = km.items.add('object.hide_set', 'H', 'PRESS')
+kmi = km.items.add('object.hide_set', 'H', 'PRESS', shift=True)
kmi.properties.unselected = True
kmi = km.items.add('object.move_to_layer', 'M', 'PRESS')
kmi = km.items.add('object.delete', 'X', 'PRESS')
diff --git a/release/scripts/templates/operator_uv.py b/release/scripts/templates/operator_uv.py
index 1003bd6c58b..9327de33312 100644
--- a/release/scripts/templates/operator_uv.py
+++ b/release/scripts/templates/operator_uv.py
@@ -16,7 +16,7 @@ def main(context):
for i, uv in enumerate(mesh.active_uv_texture.data):
uvs = uv.uv1, uv.uv2, uv.uv3, uv.uv4
for j, v_idx in enumerate(mesh.faces[i].verts):
- if uv.uv_selected[j]:
+ if uv.select_uv[j]:
# apply the location of the vertex as a UV
uvs[j][:] = mesh.verts[v_idx].co.xy
diff --git a/release/scripts/ui/properties_data_bone.py b/release/scripts/ui/properties_data_bone.py
index b6b638ef380..a4be7b31042 100644
--- a/release/scripts/ui/properties_data_bone.py
+++ b/release/scripts/ui/properties_data_bone.py
@@ -81,13 +81,13 @@ class BONE_PT_transform(BoneButtonsPanel):
sub.label(text="Roll:")
sub.prop(bone, "roll", text="")
sub.label()
- sub.prop(bone, "locked")
+ sub.prop(bone, "lock")
else:
col = layout.column()
col.prop(bone, "head")
col.prop(bone, "tail")
col.prop(bone, "roll")
- col.prop(bone, "locked")
+ col.prop(bone, "lock")
else:
pchan = ob.pose.bones[context.bone.name]
@@ -231,7 +231,7 @@ class BONE_PT_display(BoneButtonsPanel):
col = split.column()
col.prop(bone, "draw_wire", text="Wireframe")
- col.prop(bone, "hidden", text="Hide")
+ col.prop(bone, "hide", text="Hide")
if wide_ui:
col = split.column()
diff --git a/release/scripts/ui/properties_game.py b/release/scripts/ui/properties_game.py
index 9ec7168f834..88803993c92 100644
--- a/release/scripts/ui/properties_game.py
+++ b/release/scripts/ui/properties_game.py
@@ -58,7 +58,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
col = split.column()
col.prop(game, "actor")
col.prop(game, "ghost")
- col.prop(ob, "restrict_render", text="Invisible") # out of place but useful
+ col.prop(ob, "hide_render", text="Invisible") # out of place but useful
if wide_ui:
col = split.column()
@@ -120,7 +120,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
col = layout.column()
col.prop(game, "actor")
col.prop(game, "ghost")
- col.prop(ob, "restrict_render", text="Invisible")
+ col.prop(ob, "hide_render", text="Invisible")
layout.separator()
@@ -156,10 +156,10 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
col = layout.column()
col.prop(game, "actor")
col.prop(game, "ghost")
- col.prop(ob, "restrict_render", text="Invisible")
+ col.prop(ob, "hide_render", text="Invisible")
elif game.physics_type in ('SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'):
- layout.prop(ob, "restrict_render", text="Invisible")
+ layout.prop(ob, "hide_render", text="Invisible")
class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
diff --git a/release/scripts/ui/properties_object_constraint.py b/release/scripts/ui/properties_object_constraint.py
index 335bd25b501..edeadb9326b 100644
--- a/release/scripts/ui/properties_object_constraint.py
+++ b/release/scripts/ui/properties_object_constraint.py
@@ -523,7 +523,7 @@ class ConstraintButtonsPanel(bpy.types.Panel):
row = layout.row()
if wide_ui:
row.label(text="Lock:")
- row.prop(con, "locked", expand=True)
+ row.prop(con, "lock", expand=True)
def LIMIT_DISTANCE(self, context, layout, con, wide_ui):
self.target_template(layout, con, wide_ui)
diff --git a/release/scripts/ui/space_time.py b/release/scripts/ui/space_time.py
index 042e4dbc015..8c24dbc2d9c 100644
--- a/release/scripts/ui/space_time.py
+++ b/release/scripts/ui/space_time.py
@@ -141,7 +141,7 @@ class TIME_MT_frame(bpy.types.Menu):
# it was ok for riscos... ok TODO, operator
for marker in context.scene.timeline_markers:
- if marker.selected:
+ if marker.select:
layout.separator()
layout.prop(marker, "name", text="", icon='MARKER_HLT')
break
diff --git a/release/scripts/ui/space_view3d.py b/release/scripts/ui/space_view3d.py
index bab3695a0b6..3ad945cd19d 100644
--- a/release/scripts/ui/space_view3d.py
+++ b/release/scripts/ui/space_view3d.py
@@ -859,9 +859,9 @@ class VIEW3D_MT_object_showhide(bpy.types.Menu):
def draw(self, context):
layout = self.layout
- layout.operator("object.restrictview_clear", text="Show Hidden")
- layout.operator("object.restrictview_set", text="Hide Selected")
- layout.operator("object.restrictview_set", text="Hide Unselected").unselected = True
+ layout.operator("object.hide_view_clear", text="Show Hidden")
+ layout.operator("object.hide_view_set", text="Hide Selected")
+ layout.operator("object.hide_view_set", text="Hide Unselected").unselected = True
class VIEW3D_MT_make_single_user(bpy.types.Menu):