Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2010-08-21 08:51:00 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-08-21 08:51:00 +0400
commit93ffe7d7f1cfcb639aca165d310ffed653385b8e (patch)
treee12b64820a8ede1405ab0e585e03143dd098331c /source/blender/makesrna/rna_cleanup/rna_properties.txt
parentc8c2393310469dffe1f8881c7957c28036b22ecb (diff)
rna renaming (manual edits)
Diffstat (limited to 'source/blender/makesrna/rna_cleanup/rna_properties.txt')
-rw-r--r--source/blender/makesrna/rna_cleanup/rna_properties.txt286
1 files changed, 143 insertions, 143 deletions
diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt
index 18f6af11876..b319ce15ba1 100644
--- a/source/blender/makesrna/rna_cleanup/rna_properties.txt
+++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt
@@ -370,7 +370,7 @@
#Constraint.error_rotation -> error_rotation: float, "(read-only) Amount of residual error in radiant for constraints that work on orientation"
#+ * Constraint.influence -> influence: float "Amount of influence constraint will have on the final solution"
#Constraint.is_proxy_local -> is_proxy_local: boolean "Constraint was added in this proxy instance (i.e. did not belong to source Armature)"
- + * Constraint.disabled -> is_valid: boolean, "(read-only) Constraint has invalid settings and will not be evaluated"
+#Constraint.is_valid -> is_valid: boolean, "(read-only) Constraint has invalid settings and will not be evaluated"
#+ * Constraint.mute -> mute: boolean "Enable/Disable Constraint"
#+ * Constraint.name -> name: string "Constraint name"
#+ * Constraint.owner_space -> owner_space: enum "Space that owner is evaluated in"
@@ -400,7 +400,7 @@
#+ * Constraint|ChildOfConstraint.use_scale_z -> use_scale_z: boolean "Use Z Scale of Parent"
#+ * Constraint|ClampToConstraint.main_axis -> main_axis: enum "Main axis of movement"
#+ * Constraint|ClampToConstraint.target -> target: pointer "Target Object"
- + * Constraint|ClampToConstraint.cyclic -> use_cyclic: boolean "Treat curve as cyclic curve (no clamping to curve bounding box"
+#Constraint|ClampToConstraint.use_cyclic -> use_cyclic: boolean "Treat curve as cyclic curve (no clamping to curve bounding box"
#+ * Constraint|CopyLocationConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1"
#+ * Constraint|CopyLocationConstraint.invert_x -> invert_x: boolean "Invert the X location"
#+ * Constraint|CopyLocationConstraint.invert_y -> invert_y: boolean "Invert the Y location"
@@ -431,18 +431,18 @@
#+ * Constraint|CopyTransformsConstraint.target -> target: pointer "Target Object"
#+ * Constraint|DampedTrackConstraint.subtarget -> subtarget: string "NO DESCRIPTION"
#+ * Constraint|DampedTrackConstraint.target -> target: pointer "Target Object"
- + * Constraint|DampedTrackConstraint.track -> track_axis: enum "Axis that points to the target object"
+#Constraint|DampedTrackConstraint.track_axis -> track_axis: enum "Axis that points to the target object"
#+ * Constraint|FloorConstraint.floor_location -> floor_location: enum "Location of target that object will not pass through"
#+ * Constraint|FloorConstraint.offset -> offset: float "Offset of floor from object origin"
#+ * Constraint|FloorConstraint.subtarget -> subtarget: string "NO DESCRIPTION"
#+ * Constraint|FloorConstraint.target -> target: pointer "Target Object"
#+ * Constraint|FloorConstraint.use_rotation -> use_rotation: boolean "Use the targets rotation to determine floor"
- + * Constraint|FloorConstraint.sticky -> use_sticky: boolean "Immobilize object while constrained"
- + * Constraint|FollowPathConstraint.forward -> forward_axis: enum "Axis that points forward along the path"
+#Constraint|FloorConstraint.use_sticky -> use_sticky: boolean "Immobilize object while constrained"
+#Constraint|FollowPathConstraint.forward_axis -> forward_axis: enum "Axis that points forward along the path"
#+ * Constraint|FollowPathConstraint.offset -> offset: int "Offset from the position corresponding to the time frame"
#+ * Constraint|FollowPathConstraint.offset_factor -> offset_factor: float "Percentage value defining target position along length of bone"
#+ * Constraint|FollowPathConstraint.target -> target: pointer "Target Object"
- + * Constraint|FollowPathConstraint.up -> up_axis: enum "Axis that points upward"
+#Constraint|FollowPathConstraint.up_axis -> up_axis: enum "Axis that points upward"
#+ * Constraint|FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean "Object will follow the heading and banking of the curve"
#+ * Constraint|FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean "Objects scale by the curve radius"
#Constraint|FollowPathConstraint.use_fixed_location -> use_fixed_location: boolean "Object will stay locked to a single point somewhere along the length of the curve regardless of time"
@@ -510,11 +510,11 @@
#Constraint|LimitScaleConstraint.use_min_y -> use_min_y: boolean "Use the minimum Y value"
#Constraint|LimitScaleConstraint.use_min_z -> use_min_z: boolean "Use the minimum Z value"
#Constraint|LimitScaleConstraint.use_transform_limit -> use_transform_limit: boolean "Transforms are affected by this constraint as well"
- + * Constraint|LockedTrackConstraint.lock -> lock_axis: enum "Axis that points upward"
+#Constraint|LockedTrackConstraint.lock_axis -> lock_axis: enum "Axis that points upward"
#+ * Constraint|LockedTrackConstraint.subtarget -> subtarget: string "NO DESCRIPTION"
#+ * Constraint|LockedTrackConstraint.target -> target: pointer "Target Object"
- + * Constraint|LockedTrackConstraint.track -> track_axis: enum "Axis that points to the target object"
- + * Constraint|MaintainVolumeConstraint.axis -> free_axis: enum "The free scaling axis of the object"
+#Constraint|LockedTrackConstraint.track_axis -> track_axis: enum "Axis that points to the target object"
+#Constraint|MaintainVolumeConstraint.free_axis -> free_axis: enum "The free scaling axis of the object"
#+ * Constraint|MaintainVolumeConstraint.volume -> volume: float "Volume of the bone at rest"
#+ * Constraint|PivotConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1"
#+ * Constraint|PivotConstraint.offset -> offset: float[3] "Offset of pivot from target (when set), or from owners location (when Fixed Position is off), or the absolute pivot point"
@@ -562,8 +562,8 @@
#+ * Constraint|TrackToConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1"
#+ * Constraint|TrackToConstraint.subtarget -> subtarget: string "NO DESCRIPTION"
#+ * Constraint|TrackToConstraint.target -> target: pointer "Target Object"
- + * Constraint|TrackToConstraint.track -> track_axis: enum "Axis that points to the target object"
- + * Constraint|TrackToConstraint.up -> up_axis: enum "Axis that points upward"
+#Constraint|TrackToConstraint.track_axis -> track_axis: enum "Axis that points to the target object"
+#Constraint|TrackToConstraint.up_axis -> up_axis: enum "Axis that points upward"
#Constraint|TrackToConstraint.use_target_z -> use_target_z: boolean "Targets Z axis, not World Z axis, will constraint the Up direction"
#+ * Constraint|TransformConstraint.from_max_x -> from_max_x: float "Top range of X axis source motion"
#+ * Constraint|TransformConstraint.from_max_y -> from_max_y: float "Top range of Y axis source motion"
@@ -981,7 +981,7 @@
#GameObjectSettings.velocity_max -> velocity_max: float "Clamp velocity to this maximum speed"
#GameObjectSettings.velocity_min -> velocity_min: float "Clamp velocity to this minimum speed (except when totally still)"
#+ * GameProperty.name -> name: string "Available as GameObject attributes in the game engines python API"
- + * GameProperty.debug -> show_debug: boolean "Print debug information for this property"
+#GameProperty.show_debug -> show_debug: boolean "Print debug information for this property"
#+ * GameProperty.type -> type: enum "NO DESCRIPTION"
#+ * GameProperty|GameBooleanProperty.value -> value: boolean "Property value"
#+ * GameProperty|GameFloatProperty.value -> value: float "Property value"
@@ -1251,7 +1251,7 @@
#ID|Image.use_clamp_y -> use_clamp_y: boolean "Disable texture repeating vertically"
#ID|Image.use_fields -> use_fields: boolean "Use fields of the image"
#ID|Image.use_premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha"
- + * ID|Image.tiles -> use_tiles: boolean "Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)"
+#ID|Image.use_tiles -> use_tiles: boolean "Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)"
#+ * ID|Key.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock"
#+ * ID|Key.keys -> keys: collection, "(read-only) Shape keys"
#+ * ID|Key.reference_key -> reference_key: pointer, "(read-only)"
@@ -1266,10 +1266,10 @@
#+ * ID|Lamp.energy -> energy: float "Amount of light that the lamp emits"
#+ * ID|Lamp.texture_slots -> texture_slots: collection, "(read-only) Texture slots defining the mapping and influence of textures"
#+ * ID|Lamp.type -> type: enum "Type of Lamp"
- + * ID|Lamp.diffuse -> use_diffuse: boolean "Lamp does diffuse shading"
- + * ID|Lamp.negative -> use_negative: boolean "Lamp casts negative light"
- + * ID|Lamp.layer -> use_own_layer: boolean "Illuminates objects only on the same layer the lamp is on"
- + * ID|Lamp.specular -> use_specular: boolean "Lamp creates specular highlights"
+#ID|Lamp.use_diffuse -> use_diffuse: boolean "Lamp does diffuse shading"
+#ID|Lamp.use_negative -> use_negative: boolean "Lamp casts negative light"
+#ID|Lamp.use_own_layer -> use_own_layer: boolean "Illuminates objects only on the same layer the lamp is on"
+#ID|Lamp.use_specular -> use_specular: boolean "Lamp creates specular highlights"
#+ * ID|Lamp|AreaLamp.gamma -> gamma: float "Light gamma correction value"
#+ * ID|Lamp|AreaLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)"
#+ * ID|Lamp|AreaLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp"
@@ -1281,8 +1281,8 @@
#+ * ID|Lamp|AreaLamp.shape -> shape: enum "Shape of the area lamp"
#+ * ID|Lamp|AreaLamp.size -> size: float "Size of the area of the area Lamp, X direction size for Rectangle shapes"
#+ * ID|Lamp|AreaLamp.size_y -> size_y: float "Size of the area of the area Lamp in the Y direction for Rectangle shapes"
- + * ID|Lamp|AreaLamp.dither -> use_dither: boolean "Use 2x2 dithering for sampling (Constant Jittered sampling)"
- + * ID|Lamp|AreaLamp.jitter -> use_jitter: boolean "Use noise for sampling (Constant Jittered sampling)"
+#ID|Lamp|AreaLamp.use_dither -> use_dither: boolean "Use 2x2 dithering for sampling (Constant Jittered sampling)"
+#ID|Lamp|AreaLamp.use_jitter -> use_jitter: boolean "Use noise for sampling (Constant Jittered sampling)"
#ID|Lamp|AreaLamp.use_only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects"
#ID|Lamp|AreaLamp.use_shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows"
#ID|Lamp|AreaLamp.use_umbra -> use_umbra: boolean "Emphasize parts that are fully shadowed (Constant Jittered sampling)"
@@ -1330,7 +1330,7 @@
#ID|Lamp|SpotLamp.use_only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects"
#ID|Lamp|SpotLamp.use_shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows"
#ID|Lamp|SpotLamp.use_sphere -> use_sphere: boolean "Sets light intensity to zero beyond lamp distance"
- + * ID|Lamp|SpotLamp.square -> use_square: boolean "Casts a square spot light shape"
+#ID|Lamp|SpotLamp.use_square -> use_square: boolean "Casts a square spot light shape"
#+ * ID|Lamp|SunLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)"
#+ * ID|Lamp|SunLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp"
#+ * ID|Lamp|SunLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with"
@@ -1407,7 +1407,7 @@
#ID|Material.use_cast_approximate -> use_cast_approximate: boolean "Allow this material to cast shadows when using approximate ambient occlusion."
#ID|Material.use_cast_buffer_shadows -> use_cast_buffer_shadows: boolean "Allow this material to cast shadows from shadow buffer lamps"
#ID|Material.use_cast_shadows_only -> use_cast_shadows_only: boolean "Makes objects with this material appear invisible, only casting shadows (not rendered)"
- + * ID|Material.cubic -> use_cubic: boolean "Use cubic interpolation for diffuse values, for smoother transitions"
+#ID|Material.use_cubic -> use_cubic: boolean "Use cubic interpolation for diffuse values, for smoother transitions"
#+ * ID|Material.use_diffuse_ramp -> use_diffuse_ramp: boolean "Toggle diffuse ramp operations"
#ID|Material.use_face_texture -> use_face_texture: boolean "Replaces the objects base color with color from face assigned image textures"
#ID|Material.use_face_texture_alpha -> use_face_texture_alpha: boolean "Replaces the objects base alpha value with alpha from face assigned image textures"
@@ -1420,7 +1420,7 @@
#ID|Material.use_ray_shadow_bias -> use_ray_shadow_bias: boolean "Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)"
#ID|Material.use_raytrace -> use_raytrace: boolean "Include this material and geometry that uses it in ray tracing calculations"
#ID|Material.use_shadeless -> use_shadeless: boolean "Makes this material insensitive to light or shadow"
- + * ID|Material.shadows -> use_shadows: boolean "Allows this material to receive shadows"
+#ID|Material.use_shadows -> use_shadows: boolean "Allows this material to receive shadows"
#+ * ID|Material.use_sky -> use_sky: boolean "Renders this material with zero alpha, with sky background in place (scanline only)"
#+ * ID|Material.use_specular_ramp -> use_specular_ramp: boolean "Toggle specular ramp operations"
#ID|Material.use_tangent_shading -> use_tangent_shading: boolean "Use the materials tangent vector instead of the normal for shading - for anisotropic shading effects"
@@ -1611,12 +1611,12 @@
#+ * ID|ParticleSettings.child_type -> child_type: enum "Create child particles"
#+ * ID|ParticleSettings.clump_factor -> clump_factor: float "Amount of clumping"
#ID|ParticleSettings.clump_shape -> clump_shape: float "Shape of clumping"
- + * ID|ParticleSettings.amount -> count: int "Total number of particles"
+#ID|ParticleSettings.count -> count: int "Total number of particles"
#ID|ParticleSettings.damping -> damping: float "Specify the amount of damping"
#+ * ID|ParticleSettings.distribution -> distribution: enum "How to distribute particles on selected element"
#+ * ID|ParticleSettings.drag_factor -> drag_factor: float "Specify the amount of air-drag"
#ID|ParticleSettings.draw_method -> draw_method: enum "How particles are drawn in viewport"
- + * ID|ParticleSettings.display -> draw_percentage: int "Percentage of particles to display in 3D view"
+#ID|ParticleSettings.draw_percentage -> draw_percentage: int "Percentage of particles to display in 3D view"
#+ * ID|ParticleSettings.draw_size -> draw_size: int "Size of particles on viewport in pixels (0=default)"
#+ * ID|ParticleSettings.draw_step -> draw_step: int "How many steps paths are drawn with (power of 2)"
#+ * ID|ParticleSettings.dupli_group -> dupli_group: pointer "Show Objects in this Group in place of particles"
@@ -1682,7 +1682,7 @@
#ID|ParticleSettings.show_number -> show_number: boolean "Show particle number"
#+ * ID|ParticleSettings.show_size -> show_size: boolean "Show particle size"
#ID|ParticleSettings.show_unborn -> show_unborn: boolean "Show particles before they are emitted"
- + * ID|ParticleSettings.velocity -> show_velocity: boolean "Show particle velocity"
+#ID|ParticleSettings.show_velocity -> show_velocity: boolean "Show particle velocity"
#+ * ID|ParticleSettings.simplify_rate -> simplify_rate: float "Speed of simplification"
#+ * ID|ParticleSettings.simplify_refsize -> simplify_refsize: int "Reference size in pixels, after which simplification begins"
#+ * ID|ParticleSettings.simplify_transition -> simplify_transition: float "Transition period for fading out strands"
@@ -1700,21 +1700,21 @@
#ID|ParticleSettings.use_dead -> use_dead: boolean "Show particles after they have died"
#ID|ParticleSettings.use_die_on_collision -> use_die_on_collision: boolean "Particles die when they collide with a deflector object"
#ID|ParticleSettings.use_dynamic_rotation -> use_dynamic_rotation: boolean "Sets rotation to dynamic/constant"
- + * ID|ParticleSettings.trand -> use_emit_random: boolean "Emit in random order of elements"
+#ID|ParticleSettings.use_emit_random -> use_emit_random: boolean "Emit in random order of elements"
#ID|ParticleSettings.use_even_distribution -> use_even_distribution: boolean "Use even distribution from faces based on face areas or edge lengths"
#+ * ID|ParticleSettings.use_global_dupli -> use_global_dupli: boolean "Use objects global coordinates for duplication"
#+ * ID|ParticleSettings.use_group_count -> use_group_count: boolean "Use object multiple times in the same group"
#ID|ParticleSettings.use_group_pick_random -> use_group_pick_random: boolean "Pick objects from group randomly"
#ID|ParticleSettings.use_hair_bspline -> use_hair_bspline: boolean "Interpolate hair using B-Splines"
#ID|ParticleSettings.use_multiply_size_mass -> use_multiply_size_mass: boolean "Multiply mass by particle size"
- + * ID|ParticleSettings.parent -> use_parent_particles: boolean "Render parent particles"
+#ID|ParticleSettings.use_parent_particles -> use_parent_particles: boolean "Render parent particles"
#ID|ParticleSettings.use_react_multiple -> use_react_multiple: boolean "React multiple times"
#ID|ParticleSettings.use_react_start_end -> use_react_start_end: boolean "Give birth to unreacted particles eventually"
#ID|ParticleSettings.use_render_adaptive -> use_render_adaptive: boolean "Draw steps of the particle path"
- + * ID|ParticleSettings.emitter -> use_render_emitter: boolean "Render emitter Object also"
+#ID|ParticleSettings.use_render_emitter -> use_render_emitter: boolean "Render emitter Object also"
#ID|ParticleSettings.use_self_effect -> use_self_effect: boolean "Particle effectors effect themselves"
#ID|ParticleSettings.use_simplify -> use_simplify: boolean "Remove child strands as the object becomes smaller on the screen"
- + * ID|ParticleSettings.viewport -> use_simplify_viewport: boolean "NO DESCRIPTION"
+#ID|ParticleSettings.use_simplify_viewport -> use_simplify_viewport: boolean "NO DESCRIPTION"
#ID|ParticleSettings.use_size_deflect -> use_size_deflect: boolean "Use particles size in deflection"
#ID|ParticleSettings.use_strand_primitive -> use_strand_primitive: boolean "Use the strand primitive for rendering"
#ID|ParticleSettings.use_symmetric_branching -> use_symmetric_branching: boolean "Start and end points are the same"
@@ -1790,7 +1790,7 @@
#+TODO MAKE COLOR * ID|Texture.factor_blue -> factor_blue: float "NO DESCRIPTION"
#+TODO MAKE COLOR * ID|Texture.factor_green -> factor_green: float "NO DESCRIPTION"
#+TODO MAKE COLOR * ID|Texture.factor_red -> factor_red: float "NO DESCRIPTION"
- + * ID|Texture.brightness -> intensity: float "NO DESCRIPTION"
+#ID|Texture.intensity -> intensity: float "NO DESCRIPTION"
#+ * ID|Texture.node_tree -> node_tree: pointer, "(read-only) Node tree for node-based textures"
#+ * ID|Texture.saturation -> saturation: float "NO DESCRIPTION"
#+ * ID|Texture.type -> type: enum "NO DESCRIPTION"
@@ -1799,7 +1799,7 @@
#+ * ID|Texture.use_preview_alpha -> use_preview_alpha: boolean "Show Alpha in Preview Render"
#+ * ID|Texture|BlendTexture.progression -> progression: enum "Sets the style of the color blending"
#ID|Texture|BlendTexture.use_flip_axis -> use_flip_axis: enum "Flips the textures X and Y axis"
- + * ID|Texture|CloudsTexture.stype -> cloud_type: enum "NO DESCRIPTION"
+#ID|Texture|CloudsTexture.cloud_type -> cloud_type: enum "NO DESCRIPTION"
#+ * ID|Texture|CloudsTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal"
#+ * ID|Texture|CloudsTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence"
#+ * ID|Texture|CloudsTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation"
@@ -1814,11 +1814,11 @@
#+ * ID|Texture|EnvironmentMapTexture.filter_eccentricity -> filter_eccentricity: int "Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower"
#+ * ID|Texture|EnvironmentMapTexture.filter_probes -> filter_probes: int "Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower"
#+ * ID|Texture|EnvironmentMapTexture.filter_size -> filter_size: float "Multiplies the filter size used by MIP Map and Interpolation"
- + * ID|Texture|EnvironmentMapTexture.filter -> filter_type: enum "Texture filter to use for sampling image"
+#ID|Texture|EnvironmentMapTexture.filter_type -> filter_type: enum "Texture filter to use for sampling image"
#+ * ID|Texture|EnvironmentMapTexture.image -> image: pointer "Source image file to read the environment map from"
#+ * ID|Texture|EnvironmentMapTexture.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed"
#ID|Texture|EnvironmentMapTexture.use_filter_size_min -> use_filter_size_min: boolean "Use Filter Size as a minimal filter value in pixels"
- + * ID|Texture|EnvironmentMapTexture.mipmap -> use_mipmap: boolean "Uses auto-generated MIP maps for the image"
+#ID|Texture|EnvironmentMapTexture.use_mipmap -> use_mipmap: boolean "Uses auto-generated MIP maps for the image"
#ID|Texture|EnvironmentMapTexture.use_mipmap_gauss -> use_mipmap_gauss: boolean "Uses Gauss filter to sample down MIP maps"
#+ * ID|Texture|ImageTexture.checker_distance -> checker_distance: float "Sets distance between checker tiles"
#+ * ID|Texture|ImageTexture.crop_max_x -> crop_max_x: float "Sets maximum X value to crop the image"
@@ -1829,7 +1829,7 @@
#+ * ID|Texture|ImageTexture.filter_eccentricity -> filter_eccentricity: int "Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower"
#+ * ID|Texture|ImageTexture.filter_probes -> filter_probes: int "Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower"
#+ * ID|Texture|ImageTexture.filter_size -> filter_size: float "Multiplies the filter size used by MIP Map and Interpolation"
- + * ID|Texture|ImageTexture.filter -> filter_type: enum "Texture filter to use for sampling image"
+#ID|Texture|ImageTexture.filter_type -> filter_type: enum "Texture filter to use for sampling image"
#+ * ID|Texture|ImageTexture.image -> image: pointer "NO DESCRIPTION"
#+ * ID|Texture|ImageTexture.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed"
#+ * ID|Texture|ImageTexture.invert_alpha -> invert_alpha: boolean "Inverts all the alpha values in the image"
@@ -1842,15 +1842,15 @@
#ID|Texture|ImageTexture.use_checker_odd -> use_checker_odd: boolean "Sets odd checker tiles"
#ID|Texture|ImageTexture.use_filter_size_min -> use_filter_size_min: boolean "Use Filter Size as a minimal filter value in pixels"
#ID|Texture|ImageTexture.use_flip_axis -> use_flip_axis: boolean "Flips the textures X and Y axis"
- + * ID|Texture|ImageTexture.interpolation -> use_interpolation: boolean "Interpolates pixels using Area filter"
- + * ID|Texture|ImageTexture.mipmap -> use_mipmap: boolean "Uses auto-generated MIP maps for the image"
+#ID|Texture|ImageTexture.use_interpolation -> use_interpolation: boolean "Interpolates pixels using Area filter"
+#ID|Texture|ImageTexture.use_mipmap -> use_mipmap: boolean "Uses auto-generated MIP maps for the image"
#ID|Texture|ImageTexture.use_mipmap_gauss -> use_mipmap_gauss: boolean "Uses Gauss filter to sample down MIP maps"
#ID|Texture|ImageTexture.use_mirror_x -> use_mirror_x: boolean "Mirrors the image repetition on the X direction"
#ID|Texture|ImageTexture.use_mirror_y -> use_mirror_y: boolean "Mirrors the image repetition on the Y direction"
#ID|Texture|ImageTexture.use_normal_map -> use_normal_map: boolean "Uses image RGB values for normal mapping"
#+ * ID|Texture|MagicTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation"
#+ * ID|Texture|MagicTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types"
- + * ID|Texture|MarbleTexture.stype -> marble_type: enum "NO DESCRIPTION"
+#ID|Texture|MarbleTexture.marble_type -> marble_type: enum "NO DESCRIPTION"
#+ * ID|Texture|MarbleTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal"
#+ * ID|Texture|MarbleTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence"
#+ * ID|Texture|MarbleTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation"
@@ -1872,7 +1872,7 @@
#+ * ID|Texture|StucciTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence"
#ID|Texture|StucciTexture.noise_scale -> noise_scale: float "Sets scaling for noise input"
#+ * ID|Texture|StucciTexture.noise_type -> noise_type: enum "NO DESCRIPTION"
- + * ID|Texture|StucciTexture.stype -> stucci_type: enum "NO DESCRIPTION"
+#ID|Texture|StucciTexture.stucci_type -> stucci_type: enum "NO DESCRIPTION"
#+ * ID|Texture|StucciTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types"
#ID|Texture|VoronoiTexture.color_mode -> color_mode: enum "NO DESCRIPTION"
#+ * ID|Texture|VoronoiTexture.distance_metric -> distance_metric: enum "NO DESCRIPTION"
@@ -1893,7 +1893,7 @@
#+ * ID|Texture|WoodTexture.noise_type -> noise_type: enum "NO DESCRIPTION"
#ID|Texture|WoodTexture.noisebasis_2 -> noisebasis_2: enum "NO DESCRIPTION"
#+ * ID|Texture|WoodTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types"
- + * ID|Texture|WoodTexture.stype -> wood_type: enum "NO DESCRIPTION"
+#ID|Texture|WoodTexture.wood_type -> wood_type: enum "NO DESCRIPTION"
#+ * ID|VectorFont.filepath -> filepath: string, "(read-only)"
#+ * ID|VectorFont.packed_file -> packed_file: pointer, "(read-only)"
#TODO, move into collectin * ID|WindowManager.active_keyconfig -> active_keyconfig: pointer "NO DESCRIPTION"
@@ -1905,12 +1905,12 @@
#+ * ID|World.active_texture_index -> active_texture_index: int "Index of active texture slot"
#+ * ID|World.ambient_color -> ambient_color: float[3] "NO DESCRIPTION"
#+ * ID|World.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock"
- + * ID|World.range -> color_range: float "The color range that will be mapped to 0-1"
+#ID|World.color_range -> color_range: float "The color range that will be mapped to 0-1"
#+ * ID|World.exposure -> exposure: float "Amount of exponential color correction for light"
#+ * ID|World.horizon_color -> horizon_color: float[3] "Color at the horizon"
- + * ID|World.lighting -> light_settings: pointer, "(read-only) World lighting settings"
- + * ID|World.mist -> mist_settings: pointer, "(read-only) World mist settings"
- + * ID|World.stars -> star_settings: pointer, "(read-only) World stars settings"
+#ID|World.light_settings -> light_settings: pointer, "(read-only) World lighting settings"
+#ID|World.mist_settings -> mist_settings: pointer, "(read-only) World mist settings"
+#ID|World.star_settings -> star_settings: pointer, "(read-only) World stars settings"
#+ * ID|World.texture_slots -> texture_slots: collection, "(read-only) Texture slots defining the mapping and influence of textures"
#ID|World.use_sky_blend -> use_sky_blend: boolean "Render background with natural progression from horizon to zenith"
#ID|World.use_sky_paper -> use_sky_paper: boolean "Flatten blend or texture coordinates"
@@ -1931,13 +1931,13 @@
#IKParam|Itasc.use_auto_step -> use_auto_step: boolean "Automatically determine the optimal number of steps for best performance/accuracy trade off"
#IKParam|Itasc.velocity_max -> velocity_max: float "Maximum joint velocity in rad/s. Default=50"
#+ * ImageUser.fields_per_frame -> fields_per_frame: int "The number of fields per rendered frame (2 fields is 1 image)"
- + * ImageUser.frames -> frame_duration: int "Sets the number of images of a movie to use"
- + * ImageUser.offset -> frame_offset: int "Offsets the number of the frame to use in the animation"
+#ImageUser.frame_duration -> frame_duration: int "Sets the number of images of a movie to use"
+#ImageUser.frame_offset -> frame_offset: int "Offsets the number of the frame to use in the animation"
#+ * ImageUser.frame_start -> frame_start: int "Sets the global starting frame of the movie"
#+ * ImageUser.multilayer_layer -> multilayer_layer: int, "(read-only) Layer in multilayer image"
#+ * ImageUser.multilayer_pass -> multilayer_pass: int, "(read-only) Pass in multilayer image"
#ImageUser.use_auto_refresh -> use_auto_refresh: boolean "Always refresh image on frame changes"
- + * ImageUser.cyclic -> use_cyclic: boolean "Cycle the images in the movie"
+#ImageUser.use_cyclic -> use_cyclic: boolean "Cycle the images in the movie"
#KeyConfig.is_user_defined -> is_user_defined: boolean, "(read-only) Indicates that a keyconfig was defined by the user"
#+ * KeyConfig.keymaps -> keymaps: collection, "(read-only) Key maps configured as part of this configuration"
#+ * KeyConfig.name -> name: string "Name of the key configuration"
@@ -2004,7 +2004,7 @@
#+ * LampSkySettings.atmosphere_inscattering -> atmosphere_inscattering: float "Scatter contribution factor"
#+ * LampSkySettings.atmosphere_turbidity -> atmosphere_turbidity: float "Sky turbidity"
#+ * LampSkySettings.backscattered_light -> backscattered_light: float "Backscattered light"
- + * LampSkySettings.horizon_brightness -> horizon_intensity: float "Horizon brightness"
+#+ * LampSkySettings.horizon_brightness -> horizon_brightness: float "Horizon brightness"
#+ * LampSkySettings.sky_blend -> sky_blend: float "Blend factor with sky"
#+ * LampSkySettings.sky_blend_type -> sky_blend_type: enum "Blend mode for combining sun sky with world sky"
#+ * LampSkySettings.sky_color_space -> sky_color_space: enum "Color space to use for internal XYZ->RGB color conversion"
@@ -2068,13 +2068,13 @@
#MaterialHalo.star_tip_count -> star_tip_count: int "Sets the number of points on the star shaped halo"
#MaterialHalo.use_extreme_alpha -> use_extreme_alpha: boolean "Uses extreme alpha"
#MaterialHalo.use_flare_mode -> use_flare_mode: boolean "Renders halo as a lensflare"
- + * MaterialHalo.lines -> use_lines: boolean "Renders star shaped lines over halo"
- + * MaterialHalo.ring -> use_ring: boolean "Renders rings over halo"
- + * MaterialHalo.soft -> use_soft: boolean "Softens the edges of halos at intersections with other geometry"
- + * MaterialHalo.star -> use_star: boolean "Renders halo as a star"
- + * MaterialHalo.texture -> use_texture: boolean "Gives halo a texture"
+#MaterialHalo.use_lines -> use_lines: boolean "Renders star shaped lines over halo"
+#MaterialHalo.use_ring -> use_ring: boolean "Renders rings over halo"
+#MaterialHalo.use_soft -> use_soft: boolean "Softens the edges of halos at intersections with other geometry"
+#MaterialHalo.use_star -> use_star: boolean "Renders halo as a star"
+#MaterialHalo.use_texture -> use_texture: boolean "Gives halo a texture"
#MaterialHalo.use_vertex_normal -> use_vertex_normal: boolean "Uses the vertex normal to specify the dimension of the halo"
- + * MaterialPhysics.damp -> damping: float "Damping of the spring force, when inside the physics distance area"
+#MaterialPhysics.damping -> damping: float "Damping of the spring force, when inside the physics distance area"
#+ * MaterialPhysics.distance -> distance: float "Distance of the physics area"
#+ * MaterialPhysics.elasticity -> elasticity: float "Elasticity of collisions"
#+ * MaterialPhysics.force -> force: float "Upward spring force, when inside the physics distance area"
@@ -2092,7 +2092,7 @@
#+ * MaterialRaytraceMirror.reflect_factor -> reflect_factor: float "Sets the amount mirror reflection for raytrace"
#+ * MaterialRaytraceMirror.use -> use: boolean "Enable raytraced reflections"
#+ * MaterialRaytraceTransparency.depth -> depth: int "Maximum allowed number of light inter-refractions"
- + * MaterialRaytraceTransparency.limit -> depth_max: float "Maximum depth for light to travel through the transparent material before becoming fully filtered (0.0 is disabled)"
+#MaterialRaytraceTransparency.depth_max -> depth_max: float "Maximum depth for light to travel through the transparent material before becoming fully filtered (0.0 is disabled)"
#+ * MaterialRaytraceTransparency.falloff -> falloff: float "Falloff power for transmissivity filter effect (1.0 is linear)"
#+ * MaterialRaytraceTransparency.filter -> filter: float "Amount to blend in the materials diffuse color in raytraced transparency (simulating absorption)"
#+ * MaterialRaytraceTransparency.fresnel -> fresnel: float "Power of Fresnel for transparency (Ray or ZTransp)"
@@ -2236,10 +2236,10 @@
#Modifier.show_render -> show_render: boolean "Use modifier during rendering"
#Modifier.show_viewport -> show_viewport: boolean "Realtime display of a modifier"
#+ * Modifier.type -> type: enum, "(read-only)"
- + * Modifier|ArmatureModifier.invert -> invert_vertex_group: boolean "Invert vertex group influence"
+#Modifier|ArmatureModifier.invert_vertex_group -> invert_vertex_group: boolean "Invert vertex group influence"
#+ * Modifier|ArmatureModifier.object -> object: pointer "Armature object to deform with"
#+ * Modifier|ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean "NO DESCRIPTION"
- + * Modifier|ArmatureModifier.quaternion -> use_deform_preserve_volume: boolean "Deform rotation interpolation with quaternions"
+#Modifier|ArmatureModifier.use_deform_preserve_volume -> use_deform_preserve_volume: boolean "Deform rotation interpolation with quaternions"
#Modifier|ArmatureModifier.use_multi_modifier -> use_multi_modifier: boolean "Use same input as previous modifier, and mix results using overall vgroup"
#+ * Modifier|ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean "NO DESCRIPTION"
#+ * Modifier|ArmatureModifier.vertex_group -> vertex_group: string "Vertex group name"
@@ -2247,7 +2247,7 @@
#+ * Modifier|ArrayModifier.count -> count: int "Number of duplicates to make"
#+ * Modifier|ArrayModifier.curve -> curve: pointer "Curve object to fit array length to"
#+ * Modifier|ArrayModifier.end_cap -> end_cap: pointer "Mesh object to use as an end cap"
- + * Modifier|ArrayModifier.length -> fit_length: float "Length to fit array within"
+#Modifier|ArrayModifier.fit_length -> fit_length: float "Length to fit array within"
#+ * Modifier|ArrayModifier.fit_type -> fit_type: enum "Array length calculation method"
#Modifier|ArrayModifier.merge_threshold -> merge_threshold: float "Limit below which to merge vertices"
#+ * Modifier|ArrayModifier.offset_object -> offset_object: pointer "NO DESCRIPTION"
@@ -2258,17 +2258,17 @@
#Modifier|ArrayModifier.use_merge_vertices_cap -> use_merge_vertices_cap: boolean "Merge vertices in first and last duplicates"
#Modifier|ArrayModifier.use_object_offset -> use_object_offset: boolean "Add another objects transformation to the total offset"
#Modifier|ArrayModifier.use_relative_offset -> use_relative_offset: boolean "Add an offset relative to the objects bounding box"
- + * Modifier|BevelModifier.angle -> angle_limit: float "Angle above which to bevel edges"
+#Modifier|BevelModifier.angle_limit -> angle_limit: float "Angle above which to bevel edges"
#+ * Modifier|BevelModifier.edge_weight_method -> edge_weight_method: enum "What edge weight to use for weighting a vertex"
#+ * Modifier|BevelModifier.limit_method -> limit_method: enum "NO DESCRIPTION"
#Modifier|BevelModifier.use_only_vertices -> use_only_vertices: boolean "Bevel verts/corners, not edges"
#+ * Modifier|BevelModifier.width -> width: float "Bevel value/amount"
#+ * Modifier|BooleanModifier.object -> object: pointer "Mesh object to use for Boolean operation"
#+ * Modifier|BooleanModifier.operation -> operation: enum "NO DESCRIPTION"
- + * Modifier|BuildModifier.length -> frame_duration: float "Specify the total time the build effect requires"
+#Modifier|BuildModifier.frame_duration -> frame_duration: float "Specify the total time the build effect requires"
#+ * Modifier|BuildModifier.frame_start -> frame_start: float "Specify the start frame of the effect"
#+ * Modifier|BuildModifier.seed -> seed: int "Specify the seed for random if used"
- + * Modifier|BuildModifier.randomize -> use_random_order: boolean "Randomize the faces or edges during build"
+#Modifier|BuildModifier.use_random_order -> use_random_order: boolean "Randomize the faces or edges during build"
#+ * Modifier|CastModifier.cast_type -> cast_type: enum "NO DESCRIPTION"
#+ * Modifier|CastModifier.factor -> factor: float "NO DESCRIPTION"
#+ * Modifier|CastModifier.object -> object: pointer "Control object: if available, its location determines the center of the effect"
@@ -2276,9 +2276,9 @@
#+ * Modifier|CastModifier.size -> size: float "Size of projection shape (leave as 0 for auto.)"
#Modifier|CastModifier.use_radius_as_size -> use_radius_as_size: boolean "Use radius as size of projection shape (0 = auto)"
#+ * Modifier|CastModifier.use_transform -> use_transform: boolean "Use object transform to control projection shape"
- + * Modifier|CastModifier.x -> use_x: boolean "NO DESCRIPTION"
- + * Modifier|CastModifier.y -> use_y: boolean "NO DESCRIPTION"
- + * Modifier|CastModifier.z -> use_z: boolean "NO DESCRIPTION"
+#Modifier|CastModifier.use_x -> use_x: boolean "NO DESCRIPTION"
+#Modifier|CastModifier.use_y -> use_y: boolean "NO DESCRIPTION"
+#Modifier|CastModifier.use_z -> use_z: boolean "NO DESCRIPTION"
#+ * Modifier|CastModifier.vertex_group -> vertex_group: string "Vertex group name"
#+ * Modifier|ClothModifier.collision_settings -> collision_settings: pointer, "(read-only)"
#+ * Modifier|ClothModifier.point_cache -> point_cache: pointer, "(read-only)"
@@ -2305,7 +2305,7 @@
#Modifier|ExplodeModifier.show_dead -> show_dead: boolean "Show mesh when particles are dead"
#Modifier|ExplodeModifier.show_unborn -> show_unborn: boolean "Show mesh when particles are unborn"
#Modifier|ExplodeModifier.use_edge_split -> use_edge_split: boolean "Split face edges for nicer shrapnel"
- + * Modifier|ExplodeModifier.size -> use_size: boolean "Use particle size for the shrapnel"
+#Modifier|ExplodeModifier.use_size -> use_size: boolean "Use particle size for the shrapnel"
#+ * Modifier|ExplodeModifier.vertex_group -> vertex_group: string "NO DESCRIPTION"
#+ * Modifier|FluidSimulationModifier.settings -> settings: pointer, "(read-only) Settings for how this object is used in the fluid simulation"
#+ * Modifier|HookModifier.falloff -> falloff: float "If not zero, the distance from the hook where influence ends"
@@ -2316,24 +2316,24 @@
#+ * Modifier|LatticeModifier.object -> object: pointer "Lattice object to deform with"
#+ * Modifier|LatticeModifier.vertex_group -> vertex_group: string "Vertex group name"
#+ * Modifier|MaskModifier.armature -> armature: pointer "Armature to use as source of bones to mask"
- + * Modifier|MaskModifier.invert -> invert_vertex_group: boolean "Use vertices that are not part of region defined"
+#Modifier|MaskModifier.invert_vertex_group -> invert_vertex_group: boolean "Use vertices that are not part of region defined"
#+ * Modifier|MaskModifier.mode -> mode: enum "NO DESCRIPTION"
#+ * Modifier|MaskModifier.vertex_group -> vertex_group: string "Vertex group name"
- + * Modifier|MeshDeformModifier.invert -> invert_vertex_group: boolean "Invert vertex group influence"
+#Modifier|MeshDeformModifier.invert_vertex_group -> invert_vertex_group: boolean "Invert vertex group influence"
#+ * Modifier|MeshDeformModifier.is_bound -> is_bound: boolean, "(read-only) Whether geometry has been bound to control cage"
#+ * Modifier|MeshDeformModifier.object -> object: pointer "Mesh object to deform with"
#+ * Modifier|MeshDeformModifier.precision -> precision: int "The grid size for binding"
- + * Modifier|MeshDeformModifier.dynamic -> use_dynamic_bind: boolean "Recompute binding dynamically on top of other deformers (slower and more memory consuming.)"
+#Modifier|MeshDeformModifier.use_dynamic_bind -> use_dynamic_bind: boolean "Recompute binding dynamically on top of other deformers (slower and more memory consuming.)"
#+ * Modifier|MeshDeformModifier.vertex_group -> vertex_group: string "Vertex group name"
#Modifier|MirrorModifier.merge_threshold -> merge_threshold: float "Distance from axis within which mirrored vertices are merged"
#+ * Modifier|MirrorModifier.mirror_object -> mirror_object: pointer "Object to use as mirror"
- + * Modifier|MirrorModifier.clip -> use_clip: boolean "Prevents vertices from going through the mirror during transform"
+#Modifier|MirrorModifier.use_clip -> use_clip: boolean "Prevents vertices from going through the mirror during transform"
#Modifier|MirrorModifier.use_mirror_u -> use_mirror_u: boolean "Mirror the U texture coordinate around the 0.5 point"
#Modifier|MirrorModifier.use_mirror_v -> use_mirror_v: boolean "Mirror the V texture coordinate around the 0.5 point"
#Modifier|MirrorModifier.use_mirror_vertex_groups -> use_mirror_vertex_groups: boolean "Mirror vertex groups (e.g. .R->.L)"
- + * Modifier|MirrorModifier.x -> use_x: boolean "Enable X axis mirror"
- + * Modifier|MirrorModifier.y -> use_y: boolean "Enable Y axis mirror"
- + * Modifier|MirrorModifier.z -> use_z: boolean "Enable Z axis mirror"
+#Modifier|MirrorModifier.use_x -> use_x: boolean "Enable X axis mirror"
+#Modifier|MirrorModifier.use_y -> use_y: boolean "Enable Y axis mirror"
+#Modifier|MirrorModifier.use_z -> use_z: boolean "Enable Z axis mirror"
#+ * Modifier|MultiresModifier.filepath -> filepath: string "Path to external displacements file"
#Modifier|MultiresModifier.is_external -> is_external: boolean, "(read-only) Store multires displacements outside the .blend file, to save memory"
#+ * Modifier|MultiresModifier.levels -> levels: int "Number of subdivisions to use in the viewport"
@@ -2350,11 +2350,11 @@
#Modifier|ParticleInstanceModifier.show_alive -> show_alive: boolean "Show instances when particles are alive"
#Modifier|ParticleInstanceModifier.show_dead -> show_dead: boolean "Show instances when particles are dead"
#Modifier|ParticleInstanceModifier.show_unborn -> show_unborn: boolean "Show instances when particles are unborn"
- + * Modifier|ParticleInstanceModifier.children -> use_children: boolean "Create instances from child particles"
- + * Modifier|ParticleInstanceModifier.normal -> use_normal: boolean "Create instances from normal particles"
+#Modifier|ParticleInstanceModifier.use_children -> use_children: boolean "Create instances from child particles"
+#Modifier|ParticleInstanceModifier.use_normal -> use_normal: boolean "Create instances from normal particles"
#+ * Modifier|ParticleInstanceModifier.use_path -> use_path: boolean "Create instances along particle paths"
#Modifier|ParticleInstanceModifier.use_preserve_shape -> use_preserve_shape: boolean "Dont stretch the object"
- + * Modifier|ParticleInstanceModifier.size -> use_size: boolean "Use particle size to scale the instances"
+#Modifier|ParticleInstanceModifier.use_size -> use_size: boolean "Use particle size to scale the instances"
#+ * Modifier|ParticleSystemModifier.particle_system -> particle_system: pointer, "(read-only) Particle System that this modifier controls"
#+ * Modifier|ScrewModifier.angle -> angle: float "Angle of revolution"
#+ * Modifier|ScrewModifier.axis -> axis: enum "Screw axis"
@@ -2373,37 +2373,37 @@
#Modifier|ShrinkwrapModifier.use_cull_back_faces -> use_cull_back_faces: boolean "Stop vertices from projecting to a back face on the target"
#Modifier|ShrinkwrapModifier.use_cull_front_faces -> use_cull_front_faces: boolean "Stop vertices from projecting to a front face on the target"
#Modifier|ShrinkwrapModifier.use_keep_above_surface -> use_keep_above_surface: boolean "NO DESCRIPTION"
- + * Modifier|ShrinkwrapModifier.negative -> use_negative_direction: boolean "Allow vertices to move in the negative direction of axis"
- + * Modifier|ShrinkwrapModifier.positive -> use_positive_direction: boolean "Allow vertices to move in the positive direction of axis"
- + * Modifier|ShrinkwrapModifier.x -> use_project_x: boolean "NO DESCRIPTION"
- + * Modifier|ShrinkwrapModifier.y -> use_project_y: boolean "NO DESCRIPTION"
- + * Modifier|ShrinkwrapModifier.z -> use_project_z: boolean "NO DESCRIPTION"
+#Modifier|ShrinkwrapModifier.use_negative_direction -> use_negative_direction: boolean "Allow vertices to move in the negative direction of axis"
+#Modifier|ShrinkwrapModifier.use_positive_direction -> use_positive_direction: boolean "Allow vertices to move in the positive direction of axis"
+#Modifier|ShrinkwrapModifier.use_project_x -> use_project_x: boolean "NO DESCRIPTION"
+#Modifier|ShrinkwrapModifier.use_project_y -> use_project_y: boolean "NO DESCRIPTION"
+#Modifier|ShrinkwrapModifier.use_project_z -> use_project_z: boolean "NO DESCRIPTION"
#+ * Modifier|ShrinkwrapModifier.vertex_group -> vertex_group: string "Vertex group name"
- + * Modifier|ShrinkwrapModifier.mode -> wrap_method: enum "NO DESCRIPTION"
- + * Modifier|SimpleDeformModifier.mode -> deform_method: enum "NO DESCRIPTION"
+#Modifier|ShrinkwrapModifier.wrap_method -> wrap_method: enum "NO DESCRIPTION"
+#Modifier|SimpleDeformModifier.deform_method -> deform_method: enum "NO DESCRIPTION"
#+ * Modifier|SimpleDeformModifier.factor -> factor: float "NO DESCRIPTION"
#+ * Modifier|SimpleDeformModifier.limits -> limits: float[2] "Lower/Upper limits for deform"
#Modifier|SimpleDeformModifier.lock_x -> lock_x: boolean "NO DESCRIPTION"
#Modifier|SimpleDeformModifier.lock_y -> lock_y: boolean "NO DESCRIPTION"
#+ * Modifier|SimpleDeformModifier.origin -> origin: pointer "Origin of modifier space coordinates"
- + * Modifier|SimpleDeformModifier.relative -> use_relative: boolean "Sets the origin of deform space to be relative to the object"
+#Modifier|SimpleDeformModifier.use_relative -> use_relative: boolean "Sets the origin of deform space to be relative to the object"
#+ * Modifier|SimpleDeformModifier.vertex_group -> vertex_group: string "Vertex group name"
#+ * Modifier|SmokeModifier.coll_settings -> coll_settings: pointer, "(read-only)"
#+ * Modifier|SmokeModifier.domain_settings -> domain_settings: pointer, "(read-only)"
#+ * Modifier|SmokeModifier.flow_settings -> flow_settings: pointer, "(read-only)"
#Modifier|SmokeModifier.smoke_type -> smoke_type: enum "NO DESCRIPTION"
#+ * Modifier|SmoothModifier.factor -> factor: float "NO DESCRIPTION"
- + * Modifier|SmoothModifier.repeat -> iterations: int "NO DESCRIPTION"
- + * Modifier|SmoothModifier.x -> use_x: boolean "NO DESCRIPTION"
- + * Modifier|SmoothModifier.y -> use_y: boolean "NO DESCRIPTION"
- + * Modifier|SmoothModifier.z -> use_z: boolean "NO DESCRIPTION"
+#Modifier|SmoothModifier.ise_x -> ise_x: boolean "NO DESCRIPTION"
+#Modifier|SmoothModifier.ise_y -> ise_y: boolean "NO DESCRIPTION"
+#Modifier|SmoothModifier.ise_z -> ise_z: boolean "NO DESCRIPTION"
+#Modifier|SmoothModifier.iterations -> iterations: int "NO DESCRIPTION"
#+ * Modifier|SmoothModifier.vertex_group -> vertex_group: string "Vertex group name"
#+ * Modifier|SoftBodyModifier.point_cache -> point_cache: pointer, "(read-only)"
#+ * Modifier|SoftBodyModifier.settings -> settings: pointer, "(read-only)"
#+ * Modifier|SolidifyModifier.edge_crease_inner -> edge_crease_inner: float "Assign a crease to inner edges"
#+ * Modifier|SolidifyModifier.edge_crease_outer -> edge_crease_outer: float "Assign a crease to outer edges"
#+ * Modifier|SolidifyModifier.edge_crease_rim -> edge_crease_rim: float "Assign a crease to the edges making up the rim"
- + * Modifier|SolidifyModifier.invert -> invert_vertex_group: boolean "Invert the vertex group influence"
+#Modifier|SolidifyModifier.invert_vertex_group -> invert_vertex_group: boolean "Invert the vertex group influence"
#+ * Modifier|SolidifyModifier.offset -> offset: float "Offset the thickness from the center"
#+ * Modifier|SolidifyModifier.thickness -> thickness: float "Thickness of the shell"
#+ * Modifier|SolidifyModifier.use_even_offset -> use_even_offset: boolean "Maintain thickness by adjusting for sharp corners (slow, disable when not needed)"
@@ -2438,13 +2438,13 @@
#Modifier|WaveModifier.texture_coords -> texture_coords: enum "Texture coordinates used for modulating input"
#Modifier|WaveModifier.texture_coords_object -> texture_coords_object: pointer "NO DESCRIPTION"
#+ * Modifier|WaveModifier.time_offset -> time_offset: float "Either the starting frame (for positive speed) or ending frame (for negative speed.)"
- + * Modifier|WaveModifier.cyclic -> use_cyclic: boolean "Cyclic wave effect"
- + * Modifier|WaveModifier.normals -> use_normal: boolean "Displace along normals"
+#Modifier|WaveModifier.use_cyclic -> use_cyclic: boolean "Cyclic wave effect"
+#Modifier|WaveModifier.use_normal -> use_normal: boolean "Displace along normals"
#Modifier|WaveModifier.use_normal_x -> use_normal_x: boolean "Enable displacement along the X normal"
#Modifier|WaveModifier.use_normal_y -> use_normal_y: boolean "Enable displacement along the Y normal"
#Modifier|WaveModifier.use_normal_z -> use_normal_z: boolean "Enable displacement along the Z normal"
- + * Modifier|WaveModifier.x -> use_x: boolean "X axis motion"
- + * Modifier|WaveModifier.y -> use_y: boolean "Y axis motion"
+#Modifier|WaveModifier.use_x -> use_x: boolean "X axis motion"
+#Modifier|WaveModifier.use_y -> use_y: boolean "Y axis motion"
#+ * Modifier|WaveModifier.uv_layer -> uv_layer: string "UV layer name"
#+ * Modifier|WaveModifier.vertex_group -> vertex_group: string "Vertex group name for modulating the wave"
#+ * Modifier|WaveModifier.width -> width: float "NO DESCRIPTION"
@@ -2481,7 +2481,7 @@
#NlaStrip.use_animated_time -> use_animated_time: boolean "Strip time is controlled by an F-Curve rather than automatically determined"
#NlaStrip.use_animated_time_cyclic -> use_animated_time_cyclic: boolean "Cycle the animated time within the action start & end"
#NlaStrip.use_auto_blend -> use_auto_blend: boolean "Number of frames for Blending In/Out is automatically determined from overlapping strips"
- + * NlaStrip.reversed -> use_reverse: boolean "NLA Strip is played back in reverse order (only when timing is automatically determined)"
+#NlaStrip.use_reverse -> use_reverse: boolean "NLA Strip is played back in reverse order (only when timing is automatically determined)"
#+ * NlaTrack.active -> active: boolean, "(read-only) NLA Track is active"
#NlaTrack.is_solo -> is_solo: boolean, "(read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)"
#+ * NlaTrack.lock -> lock: boolean "NLA Track is locked"
@@ -2505,19 +2505,19 @@
#+ * Node|CompositorNode|CompositorNodeBlur.filter_type -> filter_type: enum "NO DESCRIPTION"
#Node|CompositorNode|CompositorNodeBlur.size_x -> size_x: int "NO DESCRIPTION"
#Node|CompositorNode|CompositorNodeBlur.size_y -> size_y: int "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeBlur.bokeh -> use_bokeh: boolean "Uses circular filter (slower)"
- + * Node|CompositorNode|CompositorNodeBlur.gamma -> use_gamma_correction: boolean "Applies filter on gamma corrected values"
- + * Node|CompositorNode|CompositorNodeBlur.relative -> use_relative: boolean "Use relative (percent) values to define blur radius"
+#Node|CompositorNode|CompositorNodeBlur.use_bokeh -> use_bokeh: boolean "Uses circular filter (slower)"
+#Node|CompositorNode|CompositorNodeBlur.use_gamma_correction -> use_gamma_correction: boolean "Applies filter on gamma corrected values"
+#Node|CompositorNode|CompositorNodeBlur.use_relative -> use_relative: boolean "Use relative (percent) values to define blur radius"
#+ * Node|CompositorNode|CompositorNodeChannelMatte.color_space -> color_space: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeChannelMatte.limit_channel -> limit_channel: enum "Limit by this channels value"
- + * Node|CompositorNode|CompositorNodeChannelMatte.high -> limit_max: float "Values higher than this setting are 100% opaque"
+#Node|CompositorNode|CompositorNodeChannelMatte.limit_max -> limit_max: float "Values higher than this setting are 100% opaque"
#Node|CompositorNode|CompositorNodeChannelMatte.limit_method -> limit_method: enum "Algorithm to use to limit channel"
- + * Node|CompositorNode|CompositorNodeChannelMatte.low -> limit_min: float "Values lower than this setting are 100% keyed"
- + * Node|CompositorNode|CompositorNodeChannelMatte.channel -> matte_channel: enum "Channel used to determine matte"
+#Node|CompositorNode|CompositorNodeChannelMatte.limit_min -> limit_min: float "Values lower than this setting are 100% keyed"
+#Node|CompositorNode|CompositorNodeChannelMatte.matte_channel -> matte_channel: enum "Channel used to determine matte"
#+ * Node|CompositorNode|CompositorNodeChromaMatte.gain -> gain: float "Alpha gain"
#+ * Node|CompositorNode|CompositorNodeChromaMatte.lift -> lift: float "Alpha lift"
#+ * Node|CompositorNode|CompositorNodeChromaMatte.shadow_adjust -> shadow_adjust: float "Adjusts the brightness of any shadows captured"
- + * Node|CompositorNode|CompositorNodeChromaMatte.cutoff -> threshold: float "Tolerance below which colors will be considered as exact matches"
+#Node|CompositorNode|CompositorNodeChromaMatte.threshold -> threshold: float "Tolerance below which colors will be considered as exact matches"
#Node|CompositorNode|CompositorNodeChromaMatte.tolerance -> tolerance: float "Tolerance for a color to be considered a keying color"
#Node|CompositorNode|CompositorNodeColorBalance.correction_method -> correction_method: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeColorBalance.gain -> gain: float[3] "Correction for Highlights"
@@ -2526,9 +2526,9 @@
#+ * Node|CompositorNode|CompositorNodeColorBalance.offset -> offset: float[3] "Correction for Shadows"
#+ * Node|CompositorNode|CompositorNodeColorBalance.power -> power: float[3] "Correction for Midtones"
#+ * Node|CompositorNode|CompositorNodeColorBalance.slope -> slope: float[3] "Correction for Highlights"
- + * Node|CompositorNode|CompositorNodeColorMatte.h -> color_hue: float "Hue tolerance for colors to be considered a keying color"
- + * Node|CompositorNode|CompositorNodeColorMatte.s -> color_saturation: float "Saturation Tolerance for the color"
- + * Node|CompositorNode|CompositorNodeColorMatte.v -> color_value: float "Value Tolerance for the color"
+#Node|CompositorNode|CompositorNodeColorMatte.color_hue -> color_hue: float "Hue tolerance for colors to be considered a keying color"
+#Node|CompositorNode|CompositorNodeColorMatte.color_saturation -> color_saturation: float "Saturation Tolerance for the color"
+#Node|CompositorNode|CompositorNodeColorMatte.color_value -> color_value: float "Value Tolerance for the color"
#+ * Node|CompositorNode|CompositorNodeColorSpill.channel -> channel: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeColorSpill.limit_channel -> limit_channel: enum "NO DESCRIPTION"
#Node|CompositorNode|CompositorNodeColorSpill.limit_method -> limit_method: enum "NO DESCRIPTION"
@@ -2550,7 +2550,7 @@
#+ * Node|CompositorNode|CompositorNodeDBlur.distance -> distance: float "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeDBlur.iterations -> iterations: int "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeDBlur.spin -> spin: float "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeDBlur.wrap -> use_wrap: boolean "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeDBlur.use_wrap -> use_wrap: boolean "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeDBlur.zoom -> zoom: float "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeDefocus.angle -> angle: int "Bokeh shape rotation offset in degrees"
#Node|CompositorNode|CompositorNodeDefocus.blur_max -> blur_max: float "blur limit, maximum CoC radius, 0=no limit"
@@ -2559,7 +2559,7 @@
#+ * Node|CompositorNode|CompositorNodeDefocus.samples -> samples: int "Number of samples (16=grainy, higher=less noise)"
#+ * Node|CompositorNode|CompositorNodeDefocus.threshold -> threshold: float "CoC radius threshold, prevents background bleed on in-focus midground, 0=off"
#Node|CompositorNode|CompositorNodeDefocus.use_gamma_correction -> use_gamma_correction: boolean "Enable gamma correction before and after main process"
- + * Node|CompositorNode|CompositorNodeDefocus.preview -> use_preview: boolean "Enable sampling mode, useful for preview when using low samplecounts"
+#Node|CompositorNode|CompositorNodeDefocus.use_preview -> use_preview: boolean "Enable sampling mode, useful for preview when using low samplecounts"
#+ * Node|CompositorNode|CompositorNodeDefocus.use_zbuffer -> use_zbuffer: boolean "Disable when using an image as input instead of actual zbuffer (auto enabled if node not image based, eg. time node)"
#+ * Node|CompositorNode|CompositorNodeDefocus.z_scale -> z_scale: float "Scales the Z input when not using a zbuffer, controls maximum blur designated by the color white or input value 1"
#+ * Node|CompositorNode|CompositorNodeDiffMatte.falloff -> falloff: float "Color distances below this additional threshold are partially keyed"
@@ -2581,25 +2581,25 @@
#+ * Node|CompositorNode|CompositorNodeGlare.threshold -> threshold: float "The glare filter will only be applied to pixels brighter than this value"
#Node|CompositorNode|CompositorNodeGlare.use_rotate_45 -> use_rotate_45: boolean "Simple star filter: add 45 degree rotation offset"
#+ * Node|CompositorNode|CompositorNodeHueCorrect.mapping -> mapping: pointer, "(read-only)"
- + * Node|CompositorNode|CompositorNodeHueSat.hue -> color_hue: float "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeHueSat.sat -> color_saturation: float "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeHueSat.val -> color_value: float "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeHueSat.color_hue -> color_hue: float "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeHueSat.color_saturation -> color_saturation: float "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeHueSat.color_value -> color_value: float "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeIDMask.index -> index: int "Pass index number to convert to alpha"
- + * Node|CompositorNode|CompositorNodeImage.frames -> frame_duration: int "Number of images used in animation"
- + * Node|CompositorNode|CompositorNodeImage.offset -> frame_offset: int "Offsets the number of the frame to use in the animation"
- + * Node|CompositorNode|CompositorNodeImage.start -> frame_start: int "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeImage.frame_duration -> frame_duration: int "Number of images used in animation"
+#Node|CompositorNode|CompositorNodeImage.frame_offset -> frame_offset: int "Offsets the number of the frame to use in the animation"
+#Node|CompositorNode|CompositorNodeImage.frame_start -> frame_start: int "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeImage.image -> image: pointer "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeImage.layer -> layer: enum "NO DESCRIPTION"
#Node|CompositorNode|CompositorNodeImage.use_auto_refresh -> use_auto_refresh: boolean "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeImage.cyclic -> use_cyclic: boolean "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeInvert.alpha -> invert_alpha: boolean "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeInvert.rgb -> invert_rgb: boolean "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeLensdist.fit -> use_fit: boolean "For positive distortion factor only: scale image such that black areas are not visible"
- + * Node|CompositorNode|CompositorNodeLensdist.jitter -> use_jitter: boolean "Enable/disable jittering; faster, but also noisier"
+#Node|CompositorNode|CompositorNodeImage.use_cyclic -> use_cyclic: boolean "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeInvert.invert_alpha -> invert_alpha: boolean "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeInvert.invert_rgb -> invert_rgb: boolean "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeLensdist.use_fit -> use_fit: boolean "For positive distortion factor only: scale image such that black areas are not visible"
+#Node|CompositorNode|CompositorNodeLensdist.use_jitter -> use_jitter: boolean "Enable/disable jittering; faster, but also noisier"
#Node|CompositorNode|CompositorNodeLensdist.use_projector -> use_projector: boolean "Enable/disable projector mode. Effect is applied in horizontal direction only"
#+ * Node|CompositorNode|CompositorNodeLevels.channel -> channel: enum "NO DESCRIPTION"
-#+ * Node|CompositorNode|CompositorNodeLumaMatte.high -> high: float "Values higher than this setting are 100% opaque"
-#+ * Node|CompositorNode|CompositorNodeLumaMatte.low -> low: float "Values lower than this setting are 100% keyed"
+#Node|CompositorNode|CompositorNodeLumaMatte.limit_max -> limit_max: float "Values higher than this setting are 100% opaque"
+#Node|CompositorNode|CompositorNodeLumaMatte.limit_min -> limit_min: float "Values lower than this setting are 100% keyed"
#+ * Node|CompositorNode|CompositorNodeMapUV.alpha -> alpha: int "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeMapValue.max -> max: float[1] "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeMapValue.min -> min: float[1] "NO DESCRIPTION"
@@ -2609,7 +2609,7 @@
#+ * Node|CompositorNode|CompositorNodeMapValue.use_min -> use_min: boolean "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeMath.operation -> operation: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeMixRGB.alpha -> use_alpha: boolean "Include alpha of second input in this operation"
+#Node|CompositorNode|CompositorNodeMixRGB.use_alpha -> use_alpha: boolean "Include alpha of second input in this operation"
#+ * Node|CompositorNode|CompositorNodeOutputFile.exr_codec -> exr_codec: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeOutputFile.filepath -> filepath: string "Output path for the image, same functionality as render output."
#+ * Node|CompositorNode|CompositorNodeOutputFile.frame_end -> frame_end: int "NO DESCRIPTION"
@@ -2620,15 +2620,15 @@
#+ * Node|CompositorNode|CompositorNodePremulKey.mapping -> mapping: enum "Conversion between premultiplied alpha and key alpha"
#+ * Node|CompositorNode|CompositorNodeRLayers.layer -> layer: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeRLayers.scene -> scene: pointer "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeRotate.filter -> filter_type: enum "Method to use to filter rotation"
+#Node|CompositorNode|CompositorNodeRotate.filter_type -> filter_type: enum "Method to use to filter rotation"
#+ * Node|CompositorNode|CompositorNodeScale.space -> space: enum "Coordinate space to scale relative to"
#+ * Node|CompositorNode|CompositorNodeSplitViewer.axis -> axis: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeSplitViewer.factor -> factor: int "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use"
#+ * Node|CompositorNode|CompositorNodeTexture.texture -> texture: pointer "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeTime.curve -> curve: pointer, "(read-only)"
- + * Node|CompositorNode|CompositorNodeTime.end -> frame_end: int "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeTime.start -> frame_start: int "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeTime.frame_end -> frame_end: int "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeTime.frame_start -> frame_start: int "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeTonemap.adaptation -> adaptation: float "If 0, global; if 1, based on pixel intensity"
#+ * Node|CompositorNode|CompositorNodeTonemap.contrast -> contrast: float "Set to 0 to use estimate from input image"
#+ * Node|CompositorNode|CompositorNodeTonemap.correction -> correction: float "If 0, same for all channels; if 1, each independent"
@@ -2636,19 +2636,19 @@
#+ * Node|CompositorNode|CompositorNodeTonemap.intensity -> intensity: float "If less than zero, darkens image; otherwise, makes it brighter"
#+ * Node|CompositorNode|CompositorNodeTonemap.key -> key: float "The value the average luminance is mapped to"
#+ * Node|CompositorNode|CompositorNodeTonemap.offset -> offset: float "Normally always 1, but can be used as an extra control to alter the brightness curve"
- + * Node|CompositorNode|CompositorNodeTonemap.tonemap_type -> type: enum "NO DESCRIPTION"
+#+ * Node|CompositorNode|CompositorNodeTonemap.tonemap_type -> tonemap_type: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)"
#+ * Node|CompositorNode|CompositorNodeVecBlur.factor -> factor: float "Scaling factor for motion vectors; actually shutter speed in frames"
#+ * Node|CompositorNode|CompositorNodeVecBlur.samples -> samples: int "NO DESCRIPTION"
#Node|CompositorNode|CompositorNodeVecBlur.speed_max -> speed_max: int "Maximum speed, or zero for none"
#Node|CompositorNode|CompositorNodeVecBlur.speed_min -> speed_min: int "Minimum speed for a pixel to be blurred; used to separate background from foreground"
- + * Node|CompositorNode|CompositorNodeVecBlur.curved -> use_curved: boolean "Interpolate between frames in a bezier curve, rather than linearly"
+#Node|CompositorNode|CompositorNodeVecBlur.use_curved -> use_curved: boolean "Interpolate between frames in a bezier curve, rather than linearly"
#+ * Node|NodeGroup.nodetree -> nodetree: pointer "NO DESCRIPTION"
#+ * Node|ShaderNode.type -> type: enum, "(read-only)"
#+ * Node|ShaderNode|ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean "Material Node uses inverted normal"
#+ * Node|ShaderNode|ShaderNodeExtendedMaterial.material -> material: pointer "NO DESCRIPTION"
- + * Node|ShaderNode|ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean "Material Node outputs Diffuse"
- + * Node|ShaderNode|ShaderNodeExtendedMaterial.specular -> use_specular: boolean "Material Node outputs Specular"
+#Node|ShaderNode|ShaderNodeExtendedMaterial.use_diffuse -> use_diffuse: boolean "Material Node outputs Diffuse"
+#Node|ShaderNode|ShaderNodeExtendedMaterial.use_specular -> use_specular: boolean "Material Node outputs Specular"
#+ * Node|ShaderNode|ShaderNodeGeometry.color_layer -> color_layer: string "NO DESCRIPTION"
#+ * Node|ShaderNode|ShaderNodeGeometry.uv_layer -> uv_layer: string "NO DESCRIPTION"
#+ * Node|ShaderNode|ShaderNodeMapping.location -> location: float[3] "Location offset for the input coordinate"
@@ -2660,11 +2660,11 @@
#Node|ShaderNode|ShaderNodeMapping.use_min -> use_min: boolean "Clamp the output coordinate to a minimum value"
#+ * Node|ShaderNode|ShaderNodeMaterial.invert_normal -> invert_normal: boolean "Material Node uses inverted normal"
#+ * Node|ShaderNode|ShaderNodeMaterial.material -> material: pointer "NO DESCRIPTION"
- + * Node|ShaderNode|ShaderNodeMaterial.diffuse -> use_diffuse: boolean "Material Node outputs Diffuse"
- + * Node|ShaderNode|ShaderNodeMaterial.specular -> use_specular: boolean "Material Node outputs Specular"
+#Node|ShaderNode|ShaderNodeMaterial.use_diffuse -> use_diffuse: boolean "Material Node outputs Diffuse"
+#Node|ShaderNode|ShaderNodeMaterial.use_specular -> use_specular: boolean "Material Node outputs Specular"
#+ * Node|ShaderNode|ShaderNodeMath.operation -> operation: enum "NO DESCRIPTION"
#+ * Node|ShaderNode|ShaderNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION"
- + * Node|ShaderNode|ShaderNodeMixRGB.alpha -> use_alpha: boolean "Include alpha of second input in this operation"
+#Node|ShaderNode|ShaderNodeMixRGB.use_alpha -> use_alpha: boolean "Include alpha of second input in this operation"
#+ * Node|ShaderNode|ShaderNodeRGBCurve.mapping -> mapping: pointer, "(read-only)"
#+ * Node|ShaderNode|ShaderNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use"
#+ * Node|ShaderNode|ShaderNodeTexture.texture -> texture: pointer "NO DESCRIPTION"
@@ -2678,13 +2678,13 @@
#+ * Node|TextureNode|TextureNodeBricks.squash_frequency -> squash_frequency: int "Squash every N rows"
#+ * Node|TextureNode|TextureNodeCurveRGB.mapping -> mapping: pointer, "(read-only)"
#+ * Node|TextureNode|TextureNodeCurveTime.curve -> curve: pointer, "(read-only)"
- + * Node|TextureNode|TextureNodeCurveTime.end -> frame_end: int "NO DESCRIPTION"
- + * Node|TextureNode|TextureNodeCurveTime.start -> frame_start: int "NO DESCRIPTION"
+#Node|TextureNode|TextureNodeCurveTime.frame_end -> frame_end: int "NO DESCRIPTION"
+#Node|TextureNode|TextureNodeCurveTime.frame_start -> frame_start: int "NO DESCRIPTION"
#+ * Node|TextureNode|TextureNodeImage.image -> image: pointer "NO DESCRIPTION"
#+ * Node|TextureNode|TextureNodeMath.operation -> operation: enum "NO DESCRIPTION"
#+ * Node|TextureNode|TextureNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION"
- + * Node|TextureNode|TextureNodeMixRGB.alpha -> use_alpha: boolean "Include alpha of second input in this operation"
- + * Node|TextureNode|TextureNodeOutput.output_name -> filepath: string "NO DESCRIPTION"
+#Node|TextureNode|TextureNodeMixRGB.use_alpha -> use_alpha: boolean "Include alpha of second input in this operation"
+#Node|TextureNode|TextureNodeOutput.filepath -> filepath: string "NO DESCRIPTION"
#+ * Node|TextureNode|TextureNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use"
#+ * Node|TextureNode|TextureNodeTexture.texture -> texture: pointer "NO DESCRIPTION"
#+ * Node|TextureNode|TextureNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)"
@@ -2728,7 +2728,7 @@
#Paint|Sculpt.use_symmetry_z -> use_symmetry_z: boolean "Mirror brush across the Z axis"
#Paint|Sculpt.use_threaded -> use_threaded: boolean "Take advantage of multiple CPU cores to improve sculpting performance"
#Paint|VertexPaint.use_all_faces -> use_all_faces: boolean "Paint on all faces inside brush"
- + * Paint|VertexPaint.normals -> use_normal: boolean "Applies the vertex normal before painting"
+#Paint|VertexPaint.use_normal -> use_normal: boolean "Applies the vertex normal before painting"
#Paint|VertexPaint.use_spray -> use_spray: boolean "Keep applying paint effect while holding mouse"
#+ * Panel.bl_context -> bl_context: string "The context in which the panel belongs to. (TODO: explain the possible combinations bl_context/bl_region_type/bl_space_type)"
#+ * Panel.bl_idname -> bl_idname: string "If this is set, the panel gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is OBJECT_PT_hello, and bl_idname is not set by the script, then bl_idname = OBJECT_PT_hello"
@@ -2747,7 +2747,7 @@
#Particle.is_hair -> is_hair: collection, "(read-only)"
#+ * Particle.is_visible -> is_visible: boolean, "(read-only)"
#+ * Particle.keys -> keys: collection, "(read-only)"
- + * Particle.lifetime -> life_time: float "NO DESCRIPTION"
+#+ * Particle.lifetime -> lifetime: float "NO DESCRIPTION"
#+ * Particle.location -> location: float[3] "NO DESCRIPTION"
#+ * Particle.prev_angular_velocity -> prev_angular_velocity: float[3] "NO DESCRIPTION"
#+ * Particle.prev_location -> prev_location: float[3] "NO DESCRIPTION"
@@ -3344,10 +3344,10 @@
#SequenceColorBalance.invert_gamma -> invert_gamma: boolean "NO DESCRIPTION"
#SequenceColorBalance.invert_lift -> invert_lift: boolean "NO DESCRIPTION"
#+ * SequenceColorBalance.lift -> lift: float[3] "Color balance lift (shadows)"
- + * SequenceCrop.right -> max_x: int "NO DESCRIPTION"
- + * SequenceCrop.top -> max_y: int "NO DESCRIPTION"
- + * SequenceCrop.bottom -> min_x: int "NO DESCRIPTION"
- + * SequenceCrop.left -> min_y: int "NO DESCRIPTION"
+#SequenceCrop.max_x -> max_x: int "NO DESCRIPTION"
+#SequenceCrop.max_y -> max_y: int "NO DESCRIPTION"
+#SequenceCrop.min_x -> min_x: int "NO DESCRIPTION"
+#SequenceCrop.min_y -> min_y: int "NO DESCRIPTION"
#+ * SequenceEditor.active_strip -> active_strip: pointer "NO DESCRIPTION"
#+ * SequenceEditor.meta_stack -> meta_stack: collection, "(read-only) Meta strip stack, last is currently edited meta strip"
#+ * SequenceEditor.overlay_frame -> overlay_frame: int "Sequencers active strip"
@@ -3576,7 +3576,7 @@
#SoftBodySettings.bend -> bend: float "Bending Stiffness"
#+ * SoftBodySettings.choke -> choke: int "Viscosity inside collision target"
#+ * SoftBodySettings.collision_type -> collision_type: enum "Choose Collision Type"
- + * SoftBodySettings.damp -> damping: float "Edge spring friction"
+#SoftBodySettings.damping -> damping: float "Edge spring friction"
#+ * SoftBodySettings.effector_weights -> effector_weights: pointer, "(read-only)"
#SoftBodySettings.error_threshold -> error_threshold: float "The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed"
#+ * SoftBodySettings.friction -> friction: float "General media friction for point movements"
@@ -3855,11 +3855,11 @@
#+ * TextureSlot.blend_type -> blend_type: enum "NO DESCRIPTION"
#+ * TextureSlot.color -> color: float[3] "The default color for textures that dont return RGB"
#+ * TextureSlot.default_value -> default_value: float "Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard"
- + * TextureSlot.negate -> invert: boolean "Inverts the values of the texture to reverse its effect"
+#TextureSlot.invert -> invert: boolean "Inverts the values of the texture to reverse its effect"
#+ * TextureSlot.name -> name: string, "(read-only) Texture slot name"
#+ * TextureSlot.offset -> offset: float[3] "Fine tunes texture mapping X, Y and Z locations"
#+ * TextureSlot.output_node -> output_node: enum "Which output node to use, for node-based textures"
- + * TextureSlot.size -> scale: float[3] "Sets scaling for the textures X, Y and Z sizes"
+#TextureSlot.scale -> scale: float[3] "Sets scaling for the textures X, Y and Z sizes"
#+ * TextureSlot.texture -> texture: pointer "Texture datablock used by this texture slot"
#TextureSlot.use_rgb_to_intensity -> use_rgb_to_intensity: boolean "Converts texture RGB values to intensity (gray) values"
#TextureSlot.use_stencil -> use_stencil: boolean "Use this texture as a blending value on the next texture"
@@ -4575,7 +4575,7 @@
#+ * VoxelData.resolution -> resolution: int[3] "Resolution of the voxel grid"
#+ * VoxelData.smoke_data_type -> smoke_data_type: enum "Simulation value to be used as a texture"
#VoxelData.still_frame -> still_frame: int "The frame number to always use"
- + * VoxelData.still -> use_still_frame: boolean "Always render a still frame from the voxel data sequence"
+#VoxelData.use_still_frame -> use_still_frame: boolean "Always render a still frame from the voxel data sequence"
#+ * Window.screen -> screen: pointer "Active screen showing in the window"
#+ * WorldLighting.adapt_to_speed -> adapt_to_speed: float "Use the speed vector pass to reduce AO samples in fast moving pixels. Higher values result in more aggressive sample reduction. Requires Vec pass enabled (for Raytrace Adaptive QMC)"
#WorldLighting.ao_blend_type -> ao_blend_type: enum "Defines how AO mixes with material shading"
@@ -4597,7 +4597,7 @@
#+ * WorldLighting.use_ambient_occlusion -> use_ambient_occlusion: boolean "Use Ambient Occlusion to add shadowing based on distance between objects"
#WorldLighting.use_cache -> use_cache: boolean "Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)"
#WorldLighting.use_environment_light -> use_environment_light: boolean "Add light coming from the environment"
- + * WorldLighting.falloff -> use_falloff: boolean "NO DESCRIPTION"
+#WorldLighting.use_falloff -> use_falloff: boolean "NO DESCRIPTION"
#WorldLighting.use_indirect_light -> use_indirect_light: boolean "Add indirect light bouncing of surrounding objects"
#+ * WorldMistSettings.depth -> depth: float "The distance over which the mist effect fades in"
#+ * WorldMistSettings.falloff -> falloff: enum "Type of transition used to fade mist"