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authorCampbell Barton <ideasman42@gmail.com>2010-08-10 10:27:29 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-08-10 10:27:29 +0400
commit41531e4fb6547df543a80d62b473c250d5b78753 (patch)
tree2e1a089c5bff9877cf08b23fcd5db2f5d7353c83 /source/blender/makesrna/rna_cleanup
parent15669532a231b25ef4cddd36720376ec4b8f3dc2 (diff)
include rna parent class names in renaming list
Diffstat (limited to 'source/blender/makesrna/rna_cleanup')
-rwxr-xr-xsource/blender/makesrna/rna_cleanup/rna_cleaner_merge.py10
-rw-r--r--source/blender/makesrna/rna_cleanup/rna_properties.txt4622
2 files changed, 2319 insertions, 2313 deletions
diff --git a/source/blender/makesrna/rna_cleanup/rna_cleaner_merge.py b/source/blender/makesrna/rna_cleanup/rna_cleaner_merge.py
index 9fcaa8be3f8..90b8f021d01 100755
--- a/source/blender/makesrna/rna_cleanup/rna_cleaner_merge.py
+++ b/source/blender/makesrna/rna_cleanup/rna_cleaner_merge.py
@@ -9,7 +9,7 @@ Example usage:
def main():
def work_line_id(line):
- return line[2], line[3] # class/from
+ return line[2].split("|")[-1], line[3] # class/from
if not (sys.argv[-1].endswith(".py") and sys.argv[-2].endswith(".py")):
@@ -31,6 +31,12 @@ def main():
except:
# print("not found", key)
val = val_orig
+
+ # always take the class from the base
+ val = list(val)
+ val[2] = val_orig[2]
+ print(val_orig[2])
+ val = tuple(val)
rna_api_new.append(val)
@@ -53,4 +59,4 @@ def main():
print("Warning '%s' contains lost %d items from module %s.py" % (file_path, len(mod_from_dict), mod_from.__name__))
if __name__ == "__main__":
- main() \ No newline at end of file
+ main()
diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt
index 7be224c7516..1d68aa0b669 100644
--- a/source/blender/makesrna/rna_cleanup/rna_properties.txt
+++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt
@@ -1,24 +1,4 @@
NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION
-+ * Action.fcurves -> fcurves: collection, "'(read-only) The individual F-Curves that make up the Action'"
-+ * Action.groups -> groups: collection, "'(read-only) Convenient groupings of F-Curves'"
-+ * Action.pose_markers -> pose_markers: collection, "'(read-only) Markers specific to this Action, for labeling poses'"
-+ * ActionActuator.action -> action: pointer "'NO DESCRIPTION'"
-+ * ActionActuator.blendin -> frame_blend_in: int "'Number of frames of motion blending'"
-+ * ActionActuator.continue_last_frame -> use_continue_last_frame: boolean "'Restore last frame when switching on/off, otherwise play from the start each time'"
-+ * ActionActuator.frame_end -> frame_end: int "'NO DESCRIPTION'"
-+ * ActionActuator.frame_property -> frame_property: string '"Assign the action\'s current frame number to this property"'
-+ * ActionActuator.frame_start -> frame_start: int "'NO DESCRIPTION'"
-+ * ActionActuator.mode -> play_mode: enum "'Action playback type'"
-+ * ActionActuator.priority -> priority: int "'Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack'"
-+ * ActionActuator.property -> property: string "'Use this property to define the Action position'"
-+ * ActionConstraint.action -> action: pointer "'NO DESCRIPTION'"
-+ * ActionConstraint.frame_end -> frame_end: int "'Last frame of the Action to use'"
-+ * ActionConstraint.frame_start -> frame_start: int "'First frame of the Action to use'"
-+ * ActionConstraint.maximum -> max: float "'Maximum value for target channel range'"
-+ * ActionConstraint.minimum -> min: float "'Minimum value for target channel range'"
-+ * ActionConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
-+ * ActionConstraint.target -> target: pointer "'Target Object'"
-+ * ActionConstraint.transform_channel -> transform_channel: enum "'Transformation channel from the target that is used to key the Action'"
+ * ActionGroup.channels -> channels: collection, "'(read-only) F-Curves in this group'"
+ * ActionGroup.custom_color -> custom_color: int "'Index of custom color set'"
+ * ActionGroup.expanded -> show_expanded: boolean "'Action Group is expanded'"
@@ -29,7 +9,169 @@ NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION
+ * Actuator.name -> name: string "'NO DESCRIPTION'"
+ * Actuator.pinned -> pinned: boolean "'Display when not linked to a visible states controller'"
+ * Actuator.type -> type: enum "'NO DESCRIPTION'"
-+ * ActuatorSensor.actuator -> actuator: string "'Actuator name, actuator active state modifications will be detected'"
++ * Actuator|ActionActuator.action -> action: pointer "'NO DESCRIPTION'"
++ * Actuator|ActionActuator.blendin -> frame_blend_in: int "'Number of frames of motion blending'"
++ * Actuator|ActionActuator.continue_last_frame -> use_continue_last_frame: boolean "'Restore last frame when switching on/off, otherwise play from the start each time'"
++ * Actuator|ActionActuator.frame_end -> frame_end: int "'NO DESCRIPTION'"
++ * Actuator|ActionActuator.frame_property -> frame_property: string '"Assign the action\'s current frame number to this property"'
++ * Actuator|ActionActuator.frame_start -> frame_start: int "'NO DESCRIPTION'"
++ * Actuator|ActionActuator.mode -> play_mode: enum "'Action playback type'"
++ * Actuator|ActionActuator.priority -> priority: int "'Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack'"
++ * Actuator|ActionActuator.property -> property: string "'Use this property to define the Action position'"
++ * Actuator|ArmatureActuator.bone -> bone: string "'Bone on which the constraint is defined'"
++ * Actuator|ArmatureActuator.constraint -> constraint: string "'Name of the constraint you want to control'"
++ * Actuator|ArmatureActuator.mode -> mode: enum "'NO DESCRIPTION'"
++ * Actuator|ArmatureActuator.secondary_target -> secondary_target: pointer "'Set weight of this constraint'"
++ * Actuator|ArmatureActuator.target -> target: pointer "'Set this object as the target of the constraint'"
++ * Actuator|ArmatureActuator.weight -> weight: float "'Set weight of this constraint'"
++ * Actuator|CameraActuator.axis -> axis: enum "'Specify the axis the Camera will try to get behind'"
++ * Actuator|CameraActuator.height -> height: float "'NO DESCRIPTION'"
++ * Actuator|CameraActuator.max -> max: float "'NO DESCRIPTION'"
++ * Actuator|CameraActuator.min -> min: float "'NO DESCRIPTION'"
++ * Actuator|CameraActuator.object -> object: pointer "'Look at this Object'"
+Actuator|ConstraintActuator.damping -> damping: int "'Damping factor: time constant (in frame) of low pass filter'"
+Actuator|ConstraintActuator.damping_rotation -> damping_rotation: int "'Use a different damping for orientation'"
+Actuator|ConstraintActuator.detect_material -> use_material_detect: boolean "'Detect material instead of property'"
+Actuator|ConstraintActuator.direction -> direction: enum "'Set the direction of the ray'"
+Actuator|ConstraintActuator.direction_axis -> direction_axis: enum "'Select the axis to be aligned along the reference direction'"
+Actuator|ConstraintActuator.distance -> distance: float "'Set the maximum length of ray'"
+Actuator|ConstraintActuator.fh_damping -> fh_damping: float "'Damping factor of the Fh spring force'"
+Actuator|ConstraintActuator.fh_height -> fh_height: float "'Height of the Fh area'"
+Actuator|ConstraintActuator.fh_normal -> use_fh_normal: boolean "'Add a horizontal spring force on slopes'"
+Actuator|ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean "'Keep object axis parallel to normal'"
+Actuator|ConstraintActuator.force_distance -> use_force_distance: boolean "'Force distance of object to point of impact of ray'"
+Actuator|ConstraintActuator.limit -> limit: enum "'NO DESCRIPTION'"
+Actuator|ConstraintActuator.limit_max -> limit_max: float "'NO DESCRIPTION'"
+Actuator|ConstraintActuator.limit_min -> limit_min: float "'NO DESCRIPTION'"
+Actuator|ConstraintActuator.local -> use_local: boolean '"Set ray along object\'s axis or global axis"'
+Actuator|ConstraintActuator.material -> material: string "'Ray detects only Objects with this material'"
+Actuator|ConstraintActuator.max_angle -> angle_max: float "'Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max'"
+Actuator|ConstraintActuator.max_rotation -> rotation_max: float "'Reference Direction'"
+Actuator|ConstraintActuator.min_angle -> angle_min: float "'Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max'"
+Actuator|ConstraintActuator.mode -> mode: enum "'The type of the constraint'"
+Actuator|ConstraintActuator.normal -> use_normal: boolean "'Set object axis along (local axis) or parallel (global axis) to the normal at hit position'"
+Actuator|ConstraintActuator.persistent -> use_persistent: boolean "'Persistent actuator: stays active even if ray does not reach target'"
+Actuator|ConstraintActuator.property -> property: string "'Ray detect only Objects with this property'"
+Actuator|ConstraintActuator.range -> range: float "'Set the maximum length of ray'"
+Actuator|ConstraintActuator.spring -> spring: float "'Spring force within the Fh area'"
+Actuator|ConstraintActuator.time -> time: int "'Maximum activation time in frame, 0 for unlimited'"
+Actuator|EditObjectActuator.angular_velocity -> angular_velocity: float "'Angular velocity upon creation'"
+Actuator|EditObjectActuator.dynamic_operation -> dynamic_operation: enum "'NO DESCRIPTION'"
+Actuator|EditObjectActuator.enable_3d_tracking -> use_3d_tracking: boolean "'Enable 3D tracking'"
+Actuator|EditObjectActuator.linear_velocity -> linear_velocity: float "'Velocity upon creation'"
+Actuator|EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean "'Apply the rotation locally'"
+Actuator|EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean "'Apply the transformation locally'"
+Actuator|EditObjectActuator.mass -> mass: float "'The mass of the object'"
+Actuator|EditObjectActuator.mesh -> mesh: pointer '"Replace the existing, when left blank \'Phys\' will remake the existing physics mesh"'
+Actuator|EditObjectActuator.mode -> mode: enum "'The mode of the actuator'"
+Actuator|EditObjectActuator.object -> object: pointer "'Add this Object and all its children (cant be on an visible layer)'"
+Actuator|EditObjectActuator.replace_display_mesh -> use_replace_display_mesh: boolean "'Replace the display mesh'"
+Actuator|EditObjectActuator.replace_physics_mesh -> use_replace_physics_mesh: boolean "'Replace the physics mesh (triangle bounds only - compound shapes not supported)'"
+Actuator|EditObjectActuator.time -> time: int "'Duration the new Object lives or the track takes'"
+Actuator|EditObjectActuator.track_object -> track_object: pointer "'Track to this Object'"
+Actuator|FcurveActuator.add -> use_add: boolean "'F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag'"
+Actuator|FcurveActuator.child -> apply_to_children: boolean "'Update F-Curve on all children Objects as well'"
+Actuator|FcurveActuator.force -> use_force: boolean "'Apply F-Curve as a global or local force depending on the local option (dynamic objects only)'"
+Actuator|FcurveActuator.frame_end -> frame_end: int "'NO DESCRIPTION'"
+Actuator|FcurveActuator.frame_property -> frame_property: string '"Assign the action\'s current frame number to this property"'
+Actuator|FcurveActuator.frame_start -> frame_start: int "'NO DESCRIPTION'"
+Actuator|FcurveActuator.local -> use_local: boolean "'Let the F-Curve act in local coordinates, used in Force and Add mode'"
+Actuator|FcurveActuator.play_type -> play_type: enum "'Specify the way you want to play the animation'"
+Actuator|FcurveActuator.property -> property: string "'Use this property to define the F-Curve position'"
+Actuator|Filter2DActuator.enable_motion_blur -> use_motion_blur: boolean "'Enable/Disable Motion Blur'"
+Actuator|Filter2DActuator.filter_pass -> filter_pass: int "'Set filter order'"
+Actuator|Filter2DActuator.glsl_shader -> glsl_shader: pointer "'NO DESCRIPTION'"
+Actuator|Filter2DActuator.mode -> mode: enum "'NO DESCRIPTION'"
+Actuator|Filter2DActuator.motion_blur_factor -> motion_blur_factor: float "'Set motion blur factor'"
+Actuator|GameActuator.filename -> filename: string 'Load this blend file, use the "//" prefix for a path relative to the current blend file'
+Actuator|GameActuator.mode -> mode: enum "'NO DESCRIPTION'"
+Actuator|MessageActuator.body_message -> body_message: string "'Optional message body Text'"
+Actuator|MessageActuator.body_property -> body_property: string "'The message body will be set by the Property Value'"
+Actuator|MessageActuator.body_type -> body_type: enum "'Toggle message type: either Text or a PropertyName'"
+Actuator|MessageActuator.subject -> subject: string "'Optional message subject. This is what can be filtered on'"
+Actuator|MessageActuator.to_property -> to_property: string "'Optional send message to objects with this name only, or empty to broadcast'"
+Actuator|ObjectActuator.add_linear_velocity -> use_add_linear_velocity: boolean "'Toggles between ADD and SET linV'"
+Actuator|ObjectActuator.angular_velocity -> angular_velocity: float "'Sets the angular velocity'"
+Actuator|ObjectActuator.damping -> damping: int "'Number of frames to reach the target velocity'"
+Actuator|ObjectActuator.derivate_coefficient -> derivate_coefficient: float "'Not required, high values can cause instability'"
+Actuator|ObjectActuator.force -> force: float "'Sets the force'"
+Actuator|ObjectActuator.force_max_x -> force_max_x: float "'Set the upper limit for force'"
+Actuator|ObjectActuator.force_max_y -> force_max_y: float "'Set the upper limit for force'"
+Actuator|ObjectActuator.force_max_z -> force_max_z: float "'Set the upper limit for force'"
+Actuator|ObjectActuator.force_min_x -> force_min_x: float "'Set the lower limit for force'"
+Actuator|ObjectActuator.force_min_y -> force_min_y: float "'Set the lower limit for force'"
+Actuator|ObjectActuator.force_min_z -> force_min_z: float "'Set the lower limit for force'"
+Actuator|ObjectActuator.integral_coefficient -> integral_coefficient: float "'Low value (0.01) for slow response, high value (0.5) for fast response'"
+Actuator|ObjectActuator.linear_velocity -> linear_velocity: float "'Sets the linear velocity (in Servo mode it sets the target relative linear velocity, it will be achieved by automatic application of force. Null velocity is a valid target)'"
+Actuator|ObjectActuator.loc -> loc: float "'Sets the location'"
+Actuator|ObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean "'Angular velocity is defined in local coordinates'"
+Actuator|ObjectActuator.local_force -> use_local_force: boolean "'Force is defined in local coordinates'"
+Actuator|ObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean "'Velocity is defined in local coordinates'"
+Actuator|ObjectActuator.local_location -> use_local_location: boolean "'Location is defined in local coordinates'"
+Actuator|ObjectActuator.local_rotation -> use_local_rotation: boolean "'Rotation is defined in local coordinates'"
+Actuator|ObjectActuator.local_torque -> use_local_torque: boolean "'Torque is defined in local coordinates'"
+Actuator|ObjectActuator.mode -> mode: enum "'Specify the motion system'"
+Actuator|ObjectActuator.proportional_coefficient -> proportional_coefficient: float "'Typical value is 60x integral coefficient'"
+Actuator|ObjectActuator.reference_object -> reference_object: pointer "'Reference object for velocity calculation, leave empty for world reference'"
+Actuator|ObjectActuator.rot -> rot: float "'Sets the rotation'"
+Actuator|ObjectActuator.servo_limit_x -> use_servo_limit_x: boolean "'Set limit to force along the X axis'"
+Actuator|ObjectActuator.servo_limit_y -> use_servo_limit_y: boolean "'Set limit to force along the Y axis'"
+Actuator|ObjectActuator.servo_limit_z -> use_servo_limit_z: boolean "'Set limit to force along the Z axis'"
+Actuator|ObjectActuator.torque -> torque: float "'Sets the torque'"
+Actuator|ParentActuator.compound -> use_compound: boolean "'Add this object shape to the parent shape (only if the parent shape is already compound)'"
+Actuator|ParentActuator.ghost -> use_ghost: boolean "'Make this object ghost while parented (only if not compound)'"
+Actuator|ParentActuator.mode -> mode: enum "'NO DESCRIPTION'"
+Actuator|ParentActuator.object -> object: pointer "'Set this object as parent'"
+Actuator|PropertyActuator.mode -> mode: enum "'NO DESCRIPTION'"
+Actuator|PropertyActuator.object -> object: pointer "'Copy from this Object'"
+Actuator|PropertyActuator.object_property -> object_property: string "'Copy this property'"
+Actuator|PropertyActuator.property -> property: string "'The name of the property'"
+Actuator|PropertyActuator.value -> value: string 'The value to use, use "" around strings'
+Actuator|RandomActuator.always_true -> use_always_true: boolean "'Always false or always true'"
+Actuator|RandomActuator.chance -> chance: float "'Pick a number between 0 and 1. Success if you stay below this value'"
+Actuator|RandomActuator.distribution -> distribution: enum "'Choose the type of distribution'"
+Actuator|RandomActuator.float_max -> float_max: float "'Choose a number from a range. Upper boundary of the range'"
+Actuator|RandomActuator.float_mean -> float_mean: float "'A normal distribution. Mean of the distribution'"
+Actuator|RandomActuator.float_min -> float_min: float "'Choose a number from a range. Lower boundary of the range'"
+Actuator|RandomActuator.float_value -> float_value: float "'Always return this number'"
+Actuator|RandomActuator.half_life_time -> half_life_time: float "'Negative exponential dropoff'"
+Actuator|RandomActuator.int_max -> int_max: int "'Choose a number from a range. Upper boundary of the range'"
+Actuator|RandomActuator.int_mean -> int_mean: float "'Expected mean value of the distribution'"
+Actuator|RandomActuator.int_min -> int_min: int "'Choose a number from a range. Lower boundary of the range'"
+Actuator|RandomActuator.int_value -> int_value: int "'Always return this number'"
+Actuator|RandomActuator.property -> property: string "'Assign the random value to this property'"
+Actuator|RandomActuator.seed -> seed: int "'Initial seed of the random generator. Use Python for more freedom (choose 0 for not random)'"
+Actuator|RandomActuator.standard_derivation -> standard_derivation: float "'A normal distribution. Standard deviation of the distribution'"
+Actuator|SceneActuator.camera -> camera: pointer "'Set this Camera. Leave empty to refer to self object'"
+Actuator|SceneActuator.mode -> mode: enum "'NO DESCRIPTION'"
+Actuator|SceneActuator.scene -> scene: pointer "'Set the Scene to be added/removed/paused/resumed'"
+Actuator|ShapeActionActuator.action -> action: pointer "'NO DESCRIPTION'"
+Actuator|ShapeActionActuator.blendin -> blendin: int "'Number of frames of motion blending'"
+Actuator|ShapeActionActuator.continue_last_frame -> use_continue_last_frame: boolean "'Restore last frame when switching on/off, otherwise play from the start each time'"
+Actuator|ShapeActionActuator.frame_end -> frame_end: int "'NO DESCRIPTION'"
+Actuator|ShapeActionActuator.frame_property -> frame_property: string '"Assign the action\'s current frame number to this property"'
+Actuator|ShapeActionActuator.frame_start -> frame_start: int "'NO DESCRIPTION'"
+Actuator|ShapeActionActuator.mode -> mode: enum "'Action playback type'"
+Actuator|ShapeActionActuator.priority -> priority: int "'Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack'"
+Actuator|ShapeActionActuator.property -> property: string "'Use this property to define the Action position'"
+Actuator|SoundActuator.cone_inner_angle_3d -> cone_inner_angle_3d: float "'The angle of the inner cone'"
+Actuator|SoundActuator.cone_outer_angle_3d -> cone_outer_angle_3d: float "'The angle of the outer cone'"
+Actuator|SoundActuator.cone_outer_gain_3d -> cone_outer_gain_3d: float "'The gain outside the outer cone. The gain in the outer cone will be interpolated between this value and the normal gain in the inner cone'"
+Actuator|SoundActuator.enable_sound_3d -> use_3d_sound: boolean "'Enable/Disable 3D Sound'"
+Actuator|SoundActuator.max_distance_3d -> distance_3d_max: float "'The maximum distance at which you can hear the sound'"
+Actuator|SoundActuator.maximum_gain_3d -> gain_3d_max: float "'The maximum gain of the sound, no matter how near it is'"
+Actuator|SoundActuator.minimum_gain_3d -> gain_3d_min: float "'The minimum gain of the sound, no matter how far it is away'"
+Actuator|SoundActuator.mode -> mode: enum "'NO DESCRIPTION'"
+Actuator|SoundActuator.pitch -> pitch: float "'Sets the pitch of the sound'"
+Actuator|SoundActuator.reference_distance_3d -> reference_distance_3d: float "'The distance where the sound has a gain of 1.0'"
+Actuator|SoundActuator.rolloff_factor_3d -> rolloff_factor_3d: float "'The influence factor on volume depending on distance'"
+Actuator|SoundActuator.sound -> sound: pointer "'NO DESCRIPTION'"
+Actuator|SoundActuator.volume -> volume: float "'Sets the initial volume of the sound'"
+Actuator|StateActuator.operation -> operation: enum "'Select the bit operation on object state mask'"
+Actuator|StateActuator.state -> states: boolean "'NO DESCRIPTION'"
+Actuator|VisibilityActuator.children -> apply_to_children: boolean "'Set all the children of this object to the same visibility/occlusion recursively'"
+Actuator|VisibilityActuator.occlusion -> use_occlusion: boolean "'Set the object to occlude objects behind it. Initialized from the object type in physics button'"
+Actuator|VisibilityActuator.visible -> use_visible: boolean "'Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)'"
+ * Addon.module -> module: string "'Module name'"
+ * AnimData.action -> action: pointer "'Active Action for this datablock'"
+ * AnimData.action_blending -> action_blend_type: enum '"Method used for combining Active Action\'s result with result of NLA stack"'
@@ -58,84 +200,13 @@ NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION
+ * AnimVizOnionSkinning.frame_step -> frame_step: int '"Number of frames between ghosts shown (not for \'On Keyframes\' Onion-skinning method)"'
+ * AnimVizOnionSkinning.only_selected -> show_only_selected: boolean "'For Pose-Mode drawing, only draw ghosts for selected bones'"
+ * AnimVizOnionSkinning.type -> type: enum "'Method used for determining what ghosts get drawn'"
-*convert to spaces.active* * Area.active_space -> active_space: pointer, "'(read-only) Space currently being displayed in this area'"
+MAKE PROPERTY OF A COLLECTION * Area.active_space -> active_space: pointer, '(read-only) Space currently being displayed in this area'
+ * Area.regions -> regions: collection, "'(read-only) Regions this area is subdivided in'"
+ * Area.show_menus -> show_menus: boolean "'Show menus in the header'"
+ * Area.spaces -> spaces: collection, "'(read-only) Spaces contained in this area, the first space is active'"
+ * Area.type -> type: enum "'Space type'"
-+ * AreaLamp.dither -> use_dither: boolean "'Use 2x2 dithering for sampling (Constant Jittered sampling)'"
-+ * AreaLamp.gamma -> gamma: float "'Light gamma correction value'"
-+ * AreaLamp.jitter -> use_jitter: boolean "'Use noise for sampling (Constant Jittered sampling)'"
-+ * AreaLamp.only_shadow -> use_only_shadow: boolean "'Causes light to cast shadows only without illuminating objects'"
-+ * AreaLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "'Threshold for Adaptive Sampling (Raytraced shadows)'"
-+ * AreaLamp.shadow_color -> shadow_color: float "'Color of shadows cast by the lamp'"
-+ * AreaLamp.shadow_layer -> use_shadow_layer: boolean "'Causes only objects on the same layer to cast shadows'"
-+ * AreaLamp.shadow_method -> shadow_method: enum "'Method to compute lamp shadow with'"
-+ * AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x: int "'Amount of samples taken extra (samples x samples)'"
-+ * AreaLamp.shadow_ray_samples_y -> shadow_ray_samples_y: int "'Amount of samples taken extra (samples x samples)'"
-+ * AreaLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower'"
-+ * AreaLamp.shadow_soft_size -> shadow_soft_size: float "'Light size for ray shadow sampling (Raytraced shadows)'"
-+ * AreaLamp.shape -> shape: enum "'Shape of the area lamp'"
-+ * AreaLamp.size -> size: float "'Size of the area of the area Lamp, X direction size for Rectangle shapes'"
-+ * AreaLamp.size_y -> size_y: float "'Size of the area of the area Lamp in the Y direction for Rectangle shapes'"
-+ * AreaLamp.umbra -> use_umbra: boolean "'Emphasize parts that are fully shadowed (Constant Jittered sampling)'"
-+ * Armature.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
-+ * Armature.auto_ik -> use_auto_ik: boolean "'Add temporaral IK constraints while grabbing bones in Pose Mode'"
-+ * Armature.bones -> bones: collection, "'(read-only)'"
-+ * Armature.deform_envelope -> use_deform_envelopes: boolean "'Enable Bone Envelopes when defining deform'"
-+ * Armature.deform_quaternion -> use_deform_preserve_volume: boolean "'Deform rotation interpolation with quaternions'"
-+ * Armature.deform_vertexgroups -> use_deform_vertex_groups: boolean "'Enable Vertex Groups when defining deform'"
-+ * Armature.delay_deform -> use_deform_delay: boolean '"Don\'t deform children when manipulating bones in Pose Mode"'
-+ * Armature.draw_axes -> show_axes: boolean "'Draw bone axes'"
-+ * Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean "'Draw bones with their custom shapes'"
-+ * Armature.draw_group_colors -> show_group_colors: boolean "'Draw bone group colors'"
-+ * Armature.draw_names -> show_names: boolean "'Draw bone names'"
-+ * Armature.drawtype -> draw_type: enum "'NO DESCRIPTION'"
-+ * Armature.edit_bones -> edit_bones: collection, "'(read-only)'"
-+ * Armature.ghost_frame_end -> ghost_frame_end: int '"End frame of range of Ghosts to display (not for \'Around Current Frame\' Onion-skinning method)"'
-+ * Armature.ghost_frame_start -> ghost_frame_start: int '"Starting frame of range of Ghosts to display (not for \'Around Current Frame\' Onion-skinning method)"'
-+ * Armature.ghost_only_selected -> show_only_ghost_selected: boolean "'NO DESCRIPTION'"
-+ * Armature.ghost_size -> ghost_size: int '"Frame step for Ghosts (not for \'On Keyframes\' Onion-skinning method)"'
-+ * Armature.ghost_step -> ghost_step: int '"Number of frame steps on either side of current frame to show as ghosts (only for \'Around Current Frame\' Onion-skinning method)"'
-+ * Armature.ghost_type -> ghost_type: enum "'Method of Onion-skinning for active Action'"
-+ * Armature.layer -> layers: boolean "'Armature layer visibility'"
-+ * Armature.layer_protection -> layers_protected: boolean "'Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo'"
-+ * Armature.pose_position -> pose_position: enum "'Show armature in binding pose or final posed state'"
-+ * Armature.x_axis_mirror -> use_mirror_x: boolean "'Apply changes to matching bone on opposite side of X-Axis'"
-+ * ArmatureActuator.bone -> bone: string "'Bone on which the constraint is defined'"
-+ * ArmatureActuator.constraint -> constraint: string "'Name of the constraint you want to control'"
-+ * ArmatureActuator.mode -> mode: enum "'NO DESCRIPTION'"
-+ * ArmatureActuator.secondary_target -> secondary_target: pointer "'Set weight of this constraint'"
-+ * ArmatureActuator.target -> target: pointer "'Set this object as the target of the constraint'"
-+ * ArmatureActuator.weight -> weight: float "'Set weight of this constraint'"
+ * ArmatureBones.active -> active: pointer "'Armatures active bone'"
+ * ArmatureEditBones.active -> active: pointer "'Armatures active edit bone'"
-+ * ArmatureModifier.invert -> invert_vertex_group: boolean "'Invert vertex group influence'"
-+ * ArmatureModifier.multi_modifier -> use_multi_modifier: boolean "'Use same input as previous modifier, and mix results using overall vgroup'"
-+ * ArmatureModifier.object -> object: pointer "'Armature object to deform with'"
-+ * ArmatureModifier.quaternion -> use_deform_preserve_volume: boolean "'Deform rotation interpolation with quaternions'"
-+ * ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean "'NO DESCRIPTION'"
-+ * ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean "'NO DESCRIPTION'"
-+ * ArmatureModifier.vertex_group -> vertex_group: string "'Vertex group name'"
-+ * ArmatureSensor.bone -> bone: string "'Identify the bone to check value from'"
-+ * ArmatureSensor.constraint -> constraint: string "'Identify the bone constraint to check value from'"
-+ * ArmatureSensor.test_type -> test_type: enum "'Type of value and test'"
-+ * ArmatureSensor.value -> value: float "'Specify value to be used in comparison'"
-+ * ArrayModifier.add_offset_object -> use_object_offset: boolean '"Add another object\'s transformation to the total offset"'
-+ * ArrayModifier.constant_offset -> use_constant_offset: boolean "'Add a constant offset'"
-+ * ArrayModifier.constant_offset_displacement -> constant_offset_displace: float "'NO DESCRIPTION'"
-*CHECK THIS WITH SIMILAR* * ArrayModifier.count -> count: int "'Number of duplicates to make'"
-+ * ArrayModifier.curve -> curve: pointer "'Curve object to fit array length to'"
-+ * ArrayModifier.end_cap -> end_cap: pointer "'Mesh object to use as an end cap'"
-+ * ArrayModifier.fit_type -> fit_type: enum "'Array length calculation method'"
-+ * ArrayModifier.length -> fit_length: float "'Length to fit array within'"
-+ * ArrayModifier.merge_adjacent_vertices -> use_merge_vertices: boolean "'Merge vertices in adjacent duplicates'"
-+ * ArrayModifier.merge_distance -> merge_threshold: float "'Limit below which to merge vertices'"
-+ * ArrayModifier.merge_end_vertices -> use_merge_vertices_cap: boolean "'Merge vertices in first and last duplicates'"
-+ * ArrayModifier.offset_object -> offset_object: pointer "'NO DESCRIPTION'"
-+ * ArrayModifier.relative_offset -> use_relative_offset: boolean '"Add an offset relative to the object\'s bounding box"'
-+ * ArrayModifier.relative_offset_displacement -> relative_offset_displace: float "'NO DESCRIPTION'"
-+ * ArrayModifier.start_cap -> start_cap: pointer "'Mesh object to use as a start cap'"
+ * BackgroundImage.image -> image: pointer "'Image displayed and edited in this space'"
+ * BackgroundImage.image_user -> image_user: pointer, "'(read-only) Parameters defining which layer, pass and frame of the image is displayed'"
+ * BackgroundImage.offset_x -> offset_x: float "'Offsets image horizontally from the world origin'"
@@ -144,11 +215,6 @@ NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION
+ * BackgroundImage.size -> size: float "'Scaling factor for the background image'"
+ * BackgroundImage.transparency -> transparency: float "'Amount to blend the image against the background color'"
+ * BackgroundImage.view_axis -> view_axis: enum "'The axis to display the image on'"
-+ * BevelModifier.angle -> angle_limit: float "'Angle above which to bevel edges'"
-+ * BevelModifier.edge_weight_method -> edge_weight_method: enum "'What edge weight to use for weighting a vertex'"
-+ * BevelModifier.limit_method -> limit_method: enum "'NO DESCRIPTION'"
-+ * BevelModifier.only_vertices -> use_only_vertices: boolean "'Bevel verts/corners, not edges'"
-+ * BevelModifier.width -> width: float "'Bevel value/amount'"
+ * BezierSplinePoint.co -> co: float "'Coordinates of the control point'"
+ * BezierSplinePoint.handle1 -> handle_left: float "'Coordinates of the first handle'"
+ * BezierSplinePoint.handle1_type -> handle_left_type: enum "'Handle types'"
@@ -161,30 +227,28 @@ NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION
+ * BezierSplinePoint.select_right_handle -> select_right_handle: boolean "'Handle 2 selection status'"
+ * BezierSplinePoint.tilt -> tilt: float "'Tilt in 3D View'"
+ * BezierSplinePoint.weight -> weight: float "'Softbody goal weight'"
-+ * BlendTexture.flip_axis -> flip_axis: enum '"Flips the texture\'s X and Y axis"'
-+ * BlendTexture.progression -> progression: enum "'Sets the style of the color blending'"
+ * BlenderRNA.structs -> structs: collection, "'(read-only)'"
+ * BoidRule.in_air -> use_in_air: boolean "'Use rule when boid is flying'"
+ * BoidRule.name -> name: string "'Boid rule name'"
+ * BoidRule.on_land -> use_on_land: boolean "'Use rule when boid is on land'"
+ * BoidRule.type -> type: enum, "'(read-only)'"
-+ * BoidRuleAverageSpeed.level -> level: float '"How much velocity\'s z-component is kept constant"'
-+ * BoidRuleAverageSpeed.speed -> speed: float "'Percentage of maximum speed'"
-+ * BoidRuleAverageSpeed.wander -> wander: float '"How fast velocity\'s direction is randomized"'
-+ * BoidRuleAvoid.fear_factor -> fear_factor: float "'Avoid object if danger from it is above this threshold'"
-+ * BoidRuleAvoid.object -> object: pointer "'Object to avoid'"
-+ * BoidRuleAvoid.predict -> use_predict: boolean "'Predict target movement'"
-+ * BoidRuleAvoidCollision.boids -> use_avoid: boolean "'Avoid collision with other boids'"
-+ * BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean "'Avoid collision with deflector objects'"
-+ * BoidRuleAvoidCollision.look_ahead -> look_ahead: float "'Time to look ahead in seconds'"
-+ * BoidRuleFight.distance -> distance: float "'Attack boids at max this distance'"
-+ * BoidRuleFight.flee_distance -> flee_distance: float "'Flee to this distance'"
-+ * BoidRuleFollowLeader.distance -> distance: float "'Distance behind leader to follow'"
-+ * BoidRuleFollowLeader.line -> use_line: boolean "'Follow leader in a line'"
-+ * BoidRuleFollowLeader.object -> object: pointer "'Follow this object instead of a boid'"
-+ * BoidRuleFollowLeader.queue_size -> queue_count: int "'How many boids in a line'"
-+ * BoidRuleGoal.object -> object: pointer "'Goal object'"
-+ * BoidRuleGoal.predict -> use_predict: boolean "'Predict target movement'"
++ * BoidRule|BoidRuleAverageSpeed.level -> level: float '"How much velocity\'s z-component is kept constant"'
++ * BoidRule|BoidRuleAverageSpeed.speed -> speed: float "'Percentage of maximum speed'"
++ * BoidRule|BoidRuleAverageSpeed.wander -> wander: float '"How fast velocity\'s direction is randomized"'
++ * BoidRule|BoidRuleAvoid.fear_factor -> fear_factor: float "'Avoid object if danger from it is above this threshold'"
++ * BoidRule|BoidRuleAvoid.object -> object: pointer "'Object to avoid'"
++ * BoidRule|BoidRuleAvoid.predict -> use_predict: boolean "'Predict target movement'"
++ * BoidRule|BoidRuleAvoidCollision.boids -> use_avoid: boolean "'Avoid collision with other boids'"
++ * BoidRule|BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean "'Avoid collision with deflector objects'"
++ * BoidRule|BoidRuleAvoidCollision.look_ahead -> look_ahead: float "'Time to look ahead in seconds'"
++ * BoidRule|BoidRuleFight.distance -> distance: float "'Attack boids at max this distance'"
++ * BoidRule|BoidRuleFight.flee_distance -> flee_distance: float "'Flee to this distance'"
++ * BoidRule|BoidRuleFollowLeader.distance -> distance: float "'Distance behind leader to follow'"
++ * BoidRule|BoidRuleFollowLeader.line -> use_line: boolean "'Follow leader in a line'"
++ * BoidRule|BoidRuleFollowLeader.object -> object: pointer "'Follow this object instead of a boid'"
++ * BoidRule|BoidRuleFollowLeader.queue_size -> queue_count: int "'How many boids in a line'"
++ * BoidRule|BoidRuleGoal.object -> object: pointer "'Goal object'"
++ * BoidRule|BoidRuleGoal.predict -> use_predict: boolean "'Predict target movement'"
+ * BoidSettings.accuracy -> accuracy: float "'Accuracy of attack'"
+ * BoidSettings.active_boid_state -> active_boid_state: pointer, "'(read-only)'"
+ * BoidSettings.active_boid_state_index -> active_boid_state_index: int "'NO DESCRIPTION'"
@@ -249,131 +313,6 @@ NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION
+ * BoneGroup.color_set -> color_set: enum "'Custom color set to use'"
+ * BoneGroup.colors -> colors: pointer, '"(read-only) Copy of the colors associated with the group\'s color set"'
+ * BoneGroup.name -> name: string "'NO DESCRIPTION'"
-+ * BooleanModifier.object -> object: pointer "'Mesh object to use for Boolean operation'"
-+ * BooleanModifier.operation -> operation: enum "'NO DESCRIPTION'"
-+ * BooleanProperty.array_length -> array_length: int, "'(read-only) Maximum length of the array, 0 means unlimited'"
-+ * BooleanProperty.default -> default: boolean, "'(read-only) Default value for this number'"
-+ * BooleanProperty.default_array -> default_array: boolean, "'(read-only) Default value for this array'"
-+ * Brush.add_col -> cursor_color_add: float "'Color of cursor when adding'"
-+ * Brush.autosmooth_factor -> autosmooth_factor: float "'Amount of smoothing to automatically apply to each stroke'"
-+ * Brush.blend -> blend: enum "'Brush blending mode'"
-+ * Brush.clone_alpha -> clone_alpha: float "'Opacity of clone image display'"
-+ * Brush.clone_image -> clone_image: pointer "'Image for clone tool'"
-+ * Brush.clone_offset -> clone_offset: float "'NO DESCRIPTION'"
-+ * Brush.color -> color: float "'NO DESCRIPTION'"
-+ * Brush.crease_pinch_factor -> crease_pinch_factor: float "'How much the crease brush pinches'"
-+ * Brush.curve -> curve: pointer, "'(read-only) Editable falloff curve'"
-+ * Brush.direction -> direction: enum "'Mapping type to use for this image in the game engine'"
-+ * Brush.edge_to_edge -> use_edge_to_edge: boolean "'Drag anchor brush from edge-to-edge'"
-+ * Brush.icon_filepath -> icon_filepath: string "'File path to brush icon'"
-+ * Brush.imagepaint_tool -> imagepaint_tool: enum "'NO DESCRIPTION'"
-+ * Brush.jitter -> jitter: float "'Jitter the position of the brush while painting'"
-+ * Brush.normal_weight -> normal_weight: float "'How much grab will pull vertexes out of surface during a grab'"
-+ * Brush.plane_offset -> plane_offset: float "'Adjusts plane on which the brush acts towards or away from the object surface'"
-+ * Brush.plane_trim -> plane_trim: float "'If a vertex is further from offset plane than this then it is not affected'"
-+ * Brush.rate -> rate: float "'Interval between paints for Airbrush'"
-+ * Brush.restore_mesh -> use_restore_mesh: boolean "'Allows a single dot to be carefully positioned'"
-+ * Brush.sculpt_plane -> sculpt_plane: enum "'NO DESCRIPTION'"
-+ * Brush.sculpt_tool -> sculpt_tool: enum "'NO DESCRIPTION'"
-+ * Brush.size -> size: int "'Diameter of the brush'"
-+ * Brush.smooth_stroke_factor -> smooth_stroke_factor: float "'Higher values give a smoother stroke'"
-+ * Brush.smooth_stroke_radius -> smooth_stroke_radius: int "'Minimum distance from last point before stroke continues'"
-+ * Brush.spacing -> spacing: float "'Spacing between brush stamps'"
-+ * Brush.strength -> strength: float "'The amount of pressure on the brush'"
-+ * Brush.stroke_method -> stroke_method: enum "'NO DESCRIPTION'"
-+ * Brush.sub_col -> cursor_color_subtract: float "'Color of cursor when subtracting'"
-+ * Brush.texture -> texture: pointer "'NO DESCRIPTION'"
-+ * Brush.texture_angle_source -> texture_angle_source: enum "'NO DESCRIPTION'"
-*THIS NAMES ODD, CHANGE IT?* * Brush.texture_angle_source_no_random -> texture_angle_source_no_random: enum "'NO DESCRIPTION'"
-+ * Brush.texture_overlay_alpha -> texture_overlay_alpha: int "'NO DESCRIPTION'"
-+ * Brush.texture_sample_bias -> texture_sample_bias: float "'Value added to texture samples'"
-+ * Brush.texture_slot -> texture_slot: pointer, "'(read-only)'"
-+ * Brush.unprojected_radius -> unprojected_radius: float "'Radius of brush in Blender units'"
-+ * Brush.use_accumulate -> use_accumulate: boolean "'Accumulate stroke dabs on top of each other'"
-+ * Brush.use_adaptive_space -> use_adaptive_space: boolean "'Space daubs according to surface orientation instead of screen space'"
-+ * Brush.use_airbrush -> use_airbrush: boolean "'Keep applying paint effect while holding mouse (spray)'"
-+ * Brush.use_alpha -> use_alpha: boolean "'When this is disabled, lock alpha while painting'"
-+ * Brush.use_anchor -> use_anchor: boolean "'Keep the brush anchored to the initial location'"
-+ * Brush.use_custom_icon -> use_custom_icon: boolean "'Set the brush icon from an image file'"
-+ * Brush.use_frontface -> use_frontface: boolean "'Brush only affects vertexes that face the viewer'"
-+ * Brush.use_inverse_smooth_pressure -> use_inverse_smooth_pressure: boolean "'Lighter pressure causes more smoothing to be applied'"
-+ * Brush.use_jitter_pressure -> use_pressure_jitter: boolean "'Enable tablet pressure sensitivity for jitter'"
-+ * Brush.use_locked_size -> use_locked_size: boolean "'When locked brush stays same size relative to object; when unlocked brush size is given in pixels'"
-+ * Brush.use_offset_pressure -> use_offset_pressure: boolean "'Enable tablet pressure sensitivity for offset'"
-+ * Brush.use_original_normal -> use_original_normal: boolean "'When locked keep using normal of surface where stroke was initiated'"
-+ * Brush.use_paint_sculpt -> use_paint_sculpt: boolean "'Use this brush in sculpt mode'"
-+ * Brush.use_paint_texture -> use_paint_texture: boolean "'Use this brush in texture paint mode'"
-+ * Brush.use_paint_vertex -> use_paint_vertex: boolean "'Use this brush in vertex paint mode'"
-+ * Brush.use_paint_weight -> use_paint_weight: boolean "'Use this brush in weight paint mode'"
-+ * Brush.use_persistent -> use_persistent: boolean "'Sculpts on a persistent layer of the mesh'"
-+ * Brush.use_plane_trim -> use_plane_trim: boolean "'Enable Plane Trim'"
-+ * Brush.use_rake -> use_rake: boolean "'Rotate the brush texture to match the stroke direction'"
-+ * Brush.use_random_rotation -> use_random_rotation: boolean "'Rotate the brush texture at random'"
-+ * Brush.use_size_pressure -> use_pressure_size: boolean "'Enable tablet pressure sensitivity for size'"
-+ * Brush.use_smooth_stroke -> use_smooth_stroke: boolean "'Brush lags behind mouse and follows a smoother path'"
-+ * Brush.use_space -> use_space: boolean "'Limit brush application to the distance specified by spacing'"
-+ * Brush.use_space_atten -> use_space_atten: boolean "'Automatically adjusts strength to give consistent results for different spacings'"
-+ * Brush.use_spacing_pressure -> use_pressure_spacing: boolean "'Enable tablet pressure sensitivity for spacing'"
-+ * Brush.use_strength_pressure -> use_pressure_strength: boolean "'Enable tablet pressure sensitivity for strength'"
-+ * Brush.use_texture_overlay -> use_texture_overlay: boolean "'Show texture in viewport'"
-+ * Brush.use_wrap -> use_wrap: boolean "'Enable torus wrapping while painting'"
-+ * Brush.vertexpaint_tool -> vertexpaint_tool: enum "'NO DESCRIPTION'"
-+ * BrushTextureSlot.angle -> angle: float "'Defines brush texture rotation'"
-+ * BrushTextureSlot.map_mode -> map_mode: enum "'NO DESCRIPTION'"
-+ * BuildModifier.frame_start -> frame_start: float "'Specify the start frame of the effect'"
-+ * BuildModifier.length -> frame_length: float "'Specify the total time the build effect requires'"
-+ * BuildModifier.randomize -> use_random_order: boolean "'Randomize the faces or edges during build'"
-+ * BuildModifier.seed -> seed: int "'Specify the seed for random if used'"
-+ * Camera.angle -> angle: float "'Perspective Camera lens field of view in degrees'"
-+ * Camera.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
-+ * Camera.clip_end -> clip_end: float "'Camera far clipping distance'"
-+ * Camera.clip_start -> clip_start: float "'Camera near clipping distance'"
-+ * Camera.dof_distance -> dof_distance: float "'Distance to the focus point for depth of field'"
-+ * Camera.dof_object -> dof_object: pointer "'Use this object to define the depth of field focal point'"
-+ * Camera.draw_size -> draw_size: float "'Apparent size of the Camera object in the 3D View'"
-+ * Camera.lens -> lens: float "'Perspective Camera lens value in millimeters'"
-+ * Camera.lens_unit -> lens_unit: enum "'Unit to edit lens in for the user interface'"
-+ * Camera.ortho_scale -> ortho_scale: float "'Orthographic Camera scale (similar to zoom)'"
-+ * Camera.panorama -> use_panorama: boolean "'Render the scene with a cylindrical camera for pseudo-fisheye lens effects'"
-+ * Camera.passepartout_alpha -> passepartout_alpha: float "'Opacity (alpha) of the darkened overlay in Camera view'"
-+ * Camera.shift_x -> shift_x: float "'Perspective Camera horizontal shift'"
-+ * Camera.shift_y -> shift_y: float "'Perspective Camera vertical shift'"
-+ * Camera.show_limits -> show_limits: boolean "'Draw the clipping range and focus point on the camera'"
-+ * Camera.show_mist -> show_mist: boolean "'Draw a line from the Camera to indicate the mist area'"
-+ * Camera.show_name -> show_name: boolean '"Show the active Camera\'s name in Camera view"'
-+ * Camera.show_passepartout -> show_passepartout: boolean "'Show a darkened overlay outside the image area in Camera view'"
-+ * Camera.show_title_safe -> show_title_safe: boolean "'Show indicators for the title safe zone in Camera view'"
-+ * Camera.type -> type: enum "'Camera types'"
-+ * CameraActuator.axis -> axis: enum "'Specify the axis the Camera will try to get behind'"
-+ * CameraActuator.height -> height: float "'NO DESCRIPTION'"
-+ * CameraActuator.max -> max: float "'NO DESCRIPTION'"
-+ * CameraActuator.min -> min: float "'NO DESCRIPTION'"
-+ * CameraActuator.object -> object: pointer "'Look at this Object'"
-+ * CastModifier.cast_type -> cast_type: enum "'NO DESCRIPTION'"
-+ * CastModifier.factor -> factor: float "'NO DESCRIPTION'"
-+ * CastModifier.from_radius -> use_radius_as_size: boolean "'Use radius as size of projection shape (0 = auto)'"
-+ * CastModifier.object -> object: pointer "'Control object: if available, its location determines the center of the effect'"
-+ * CastModifier.radius -> radius: float "'Only deform vertices within this distance from the center of the effect (leave as 0 for infinite.)'"
-+ * CastModifier.size -> size: float "'Size of projection shape (leave as 0 for auto.)'"
-+ * CastModifier.use_transform -> use_transform: boolean "'Use object transform to control projection shape'"
-+ * CastModifier.vertex_group -> vertex_group: string "'Vertex group name'"
-+ * CastModifier.x -> use_x: boolean "'NO DESCRIPTION'"
-+ * CastModifier.y -> use_y: boolean "'NO DESCRIPTION'"
-+ * CastModifier.z -> use_z: boolean "'NO DESCRIPTION'"
-+ * ChildOfConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
-+ * ChildOfConstraint.target -> target: pointer "'Target Object'"
-+ * ChildOfConstraint.use_location_x -> use_location_x: boolean "'Use X Location of Parent'"
-+ * ChildOfConstraint.use_location_y -> use_location_y: boolean "'Use Y Location of Parent'"
-+ * ChildOfConstraint.use_location_z -> use_location_z: boolean "'Use Z Location of Parent'"
-+ * ChildOfConstraint.use_rotation_x -> use_rotation_x: boolean "'Use X Rotation of Parent'"
-+ * ChildOfConstraint.use_rotation_y -> use_rotation_y: boolean "'Use Y Rotation of Parent'"
-+ * ChildOfConstraint.use_rotation_z -> use_rotation_z: boolean "'Use Z Rotation of Parent'"
-+ * ChildOfConstraint.use_scale_x -> use_scale_x: boolean "'Use X Scale of Parent'"
-+ * ChildOfConstraint.use_scale_y -> use_scale_y: boolean "'Use Y Scale of Parent'"
-+ * ChildOfConstraint.use_scale_z -> use_scale_z: boolean "'Use Z Scale of Parent'"
-+ * ClampToConstraint.cyclic -> use_cyclic: boolean "'Treat curve as cyclic curve (no clamping to curve bounding box'"
-+ * ClampToConstraint.main_axis -> main_axis: enum "'Main axis of movement'"
-+ * ClampToConstraint.target -> target: pointer "'Target Object'"
+ * ClothCollisionSettings.collision_quality -> collision_quality: int "'How many collision iterations should be done. (higher is better quality but slower)'"
+ * ClothCollisionSettings.enable_collision -> use_collision: boolean "'Enable collisions with other objects'"
+ * ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean "'Enable self collisions'"
@@ -383,9 +322,6 @@ NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION
+ * ClothCollisionSettings.self_collision_quality -> self_collision_quality: int "'How many self collision iterations should be done. (higher is better quality but slower)'"
+ * ClothCollisionSettings.self_friction -> self_friction: float "'Friction/damping with self contact'"
+ * ClothCollisionSettings.self_min_distance -> self_distance_min: float "'0.5 means no distance at all, 1.0 is maximum distance'"
-+ * ClothModifier.collision_settings -> collision_settings: pointer, "'(read-only)'"
-+ * ClothModifier.point_cache -> point_cache: pointer, "'(read-only)'"
-+ * ClothModifier.settings -> settings: pointer, "'(read-only)'"
+ * ClothSettings.air_damping -> air_damping: float "'Air has normally some thickness which slows falling things down'"
+ * ClothSettings.bending_stiffness -> bending_stiffness: float "'Wrinkle coefficient. (higher = less smaller but more big wrinkles)'"
+ * ClothSettings.bending_stiffness_max -> bending_stiffness_max: float "'Maximum bending stiffness value'"
@@ -411,18 +347,6 @@ NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION
+ * ClothSettings.structural_stiffness -> structural_stiffness: float "'Overall stiffness of structure'"
+ * ClothSettings.structural_stiffness_max -> structural_stiffness_max: float "'Maximum structural stiffness value'"
+ * ClothSettings.structural_stiffness_vertex_group -> structural_stiffness_vertex_group: string "'Vertex group for fine control over structural stiffness'"
-+ * CloudsTexture.nabla -> nabla: float "'Size of derivative offset used for calculating normal'"
-+ * CloudsTexture.noise_basis -> noise_basis: enum "'Sets the noise basis used for turbulence'"
-+ * CloudsTexture.noise_depth -> noise_depth: int "'Sets the depth of the cloud calculation'"
-+ * CloudsTexture.noise_size -> noise_size: float "'Sets scaling for noise input'"
-+ * CloudsTexture.noise_type -> noise_type: enum "'NO DESCRIPTION'"
-*TODO* * CloudsTexture.stype -> stype: enum "'NO DESCRIPTION'"
-+ * CollectionProperty.fixed_type -> fixed_type: pointer, "'(read-only) Fixed pointer type, empty if variable type'"
-+ * CollisionModifier.settings -> settings: pointer, "'(read-only)'"
-+ * CollisionSensor.collision_type -> use_material: boolean "'Use material instead of property'"
-+ * CollisionSensor.material -> material: string "'Only look for Objects with this material'"
-+ * CollisionSensor.property -> property: string "'Only look for Objects with this property'"
-+ * CollisionSensor.pulse -> use_pulse: boolean "'Changes to the set of colliding objects generates pulse'"
+ * CollisionSettings.absorption -> absorption: float "'How much of effector force gets lost during collision with this object (in percent)'"
+ * CollisionSettings.damping -> damping: float "'Amount of damping during collision'"
+ * CollisionSettings.damping_factor -> damping_factor: float "'Amount of damping during particle collision'"
@@ -440,157 +364,6 @@ NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION
+ * ColorRamp.total -> count: int, "'(read-only) Total number of elements'"
+ * ColorRampElement.color -> color: float "'NO DESCRIPTION'"
+ * ColorRampElement.position -> position: float "'NO DESCRIPTION'"
-+ * ColorSequence.color -> color: float "'NO DESCRIPTION'"
-+ * CompositorNode.type -> type: enum, "'(read-only)'"
-+ * CompositorNodeAlphaOver.convert_premul -> use_premultiply: boolean "'NO DESCRIPTION'"
-+ * CompositorNodeAlphaOver.premul -> premul: float "'Mix Factor'"
-+ * CompositorNodeBilateralblur.iterations -> iterations: int "'NO DESCRIPTION'"
-+ * CompositorNodeBilateralblur.sigma_color -> sigma_color: float "'NO DESCRIPTION'"
-+ * CompositorNodeBilateralblur.sigma_space -> sigma_space: float "'NO DESCRIPTION'"
-+ * CompositorNodeBlur.bokeh -> use_bokeh: boolean "'NO DESCRIPTION'"
-+ * CompositorNodeBlur.factor -> factor: float "'NO DESCRIPTION'"
-+ * CompositorNodeBlur.factor_x -> factor_x: float "'NO DESCRIPTION'"
-+ * CompositorNodeBlur.factor_y -> factor_y: float "'NO DESCRIPTION'"
-+ * CompositorNodeBlur.filter_type -> filter_type: enum "'NO DESCRIPTION'"
-+ * CompositorNodeBlur.gamma -> use_gamma_correction: boolean "'NO DESCRIPTION'"
-+ * CompositorNodeBlur.relative -> use_relative: boolean "'NO DESCRIPTION'"
-+ * CompositorNodeBlur.sizex -> size_x: int "'NO DESCRIPTION'"
-+ * CompositorNodeBlur.sizey -> size_y: int "'NO DESCRIPTION'"
-CompositorNodeChannelMatte.algorithm -> algorithm: enum "'Algorithm to use to limit channel'"
-CompositorNodeChannelMatte.channel -> channel: enum "'Channel used to determine matte'"
-CompositorNodeChannelMatte.color_space -> color_space: enum "'NO DESCRIPTION'"
-CompositorNodeChannelMatte.high -> high: float "'Values higher than this setting are 100% opaque'"
-CompositorNodeChannelMatte.limit_channel -> limit_channel: enum "'Limit by this channels value'"
-CompositorNodeChannelMatte.low -> low: float "'Values lower than this setting are 100% keyed'"
-CompositorNodeChromaMatte.acceptance -> acceptance: float "'Tolerance for a color to be considered a keying color'"
-CompositorNodeChromaMatte.cutoff -> cutoff: float "'Tolerance below which colors will be considered as exact matches'"
-CompositorNodeChromaMatte.gain -> gain: float "'Alpha gain'"
-CompositorNodeChromaMatte.lift -> lift: float "'Alpha lift'"
-CompositorNodeChromaMatte.shadow_adjust -> shadow_adjust: float "'Adjusts the brightness of any shadows captured'"
-CompositorNodeColorBalance.correction_formula -> correction_formula: enum "'NO DESCRIPTION'"
-CompositorNodeColorBalance.gain -> gain: float "'Correction for Highlights'"
-CompositorNodeColorBalance.gamma -> gamma: float "'Correction for Midtones'"
-CompositorNodeColorBalance.lift -> lift: float "'Correction for Shadows'"
-CompositorNodeColorBalance.offset -> offset: float "'Correction for Shadows'"
-CompositorNodeColorBalance.power -> power: float "'Correction for Midtones'"
-CompositorNodeColorBalance.slope -> slope: float "'Correction for Highlights'"
-CompositorNodeColorMatte.h -> h: float "'Hue tolerance for colors to be considered a keying color'"
-CompositorNodeColorMatte.s -> s: float "'Saturation Tolerance for the color'"
-CompositorNodeColorMatte.v -> v: float "'Value Tolerance for the color'"
-CompositorNodeColorSpill.algorithm -> algorithm: enum "'NO DESCRIPTION'"
-CompositorNodeColorSpill.channel -> channel: enum "'NO DESCRIPTION'"
-CompositorNodeColorSpill.limit_channel -> limit_channel: enum "'NO DESCRIPTION'"
-CompositorNodeColorSpill.ratio -> ratio: float "'Scale limit by value'"
-CompositorNodeColorSpill.unspill -> use_unspill: boolean "'Compensate all channels (diffenrently) by hand'"
-CompositorNodeColorSpill.unspill_blue -> unspill_blue: float "'Blue spillmap scale'"
-CompositorNodeColorSpill.unspill_green -> unspill_green: float "'Green spillmap scale'"
-CompositorNodeColorSpill.unspill_red -> unspill_red: float "'Red spillmap scale'"
-CompositorNodeCrop.crop_size -> use_crop_size: boolean "'Whether to crop the size of the input image'"
-CompositorNodeCrop.x1 -> x1: int "'NO DESCRIPTION'"
-CompositorNodeCrop.x2 -> x2: int "'NO DESCRIPTION'"
-CompositorNodeCrop.y1 -> y1: int "'NO DESCRIPTION'"
-CompositorNodeCrop.y2 -> y2: int "'NO DESCRIPTION'"
-CompositorNodeCurveRGB.mapping -> mapping: pointer, "'(read-only)'"
-CompositorNodeCurveVec.mapping -> mapping: pointer, "'(read-only)'"
-CompositorNodeDBlur.angle -> angle: float "'NO DESCRIPTION'"
-CompositorNodeDBlur.center_x -> center_x: float "'NO DESCRIPTION'"
-CompositorNodeDBlur.center_y -> center_y: float "'NO DESCRIPTION'"
-CompositorNodeDBlur.distance -> distance: float "'NO DESCRIPTION'"
-CompositorNodeDBlur.iterations -> iterations: int "'NO DESCRIPTION'"
-CompositorNodeDBlur.spin -> spin: float "'NO DESCRIPTION'"
-CompositorNodeDBlur.wrap -> use_wrap: boolean "'NO DESCRIPTION'"
-CompositorNodeDBlur.zoom -> zoom: float "'NO DESCRIPTION'"
-CompositorNodeDefocus.angle -> angle: int "'Bokeh shape rotation offset in degrees'"
-CompositorNodeDefocus.bokeh -> bokeh: enum "'NO DESCRIPTION'"
-CompositorNodeDefocus.f_stop -> f_stop: float "'Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius'"
-CompositorNodeDefocus.gamma_correction -> use_gamma_correction: boolean "'Enable gamma correction before and after main process'"
-CompositorNodeDefocus.max_blur -> blur_max: float "'blur limit, maximum CoC radius, 0=no limit'"
-CompositorNodeDefocus.preview -> use_preview: boolean "'Enable sampling mode, useful for preview when using low samplecounts'"
-CompositorNodeDefocus.samples -> samples: int "'Number of samples (16=grainy, higher=less noise)'"
-CompositorNodeDefocus.threshold -> threshold: float "'CoC radius threshold, prevents background bleed on in-focus midground, 0=off'"
-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)'"
-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'"
-CompositorNodeDiffMatte.falloff -> falloff: float "'Color distances below this additional threshold are partially keyed'"
-CompositorNodeDiffMatte.tolerance -> tolerance: float "'Color distances below this threshold are keyed'"
-CompositorNodeDilateErode.distance -> distance: int "'Distance to grow/shrink (number of iterations)'"
-CompositorNodeDistanceMatte.falloff -> falloff: float "'Color distances below this additional threshold are partially keyed'"
-CompositorNodeDistanceMatte.tolerance -> tolerance: float "'Color distances below this threshold are keyed'"
-CompositorNodeFilter.filter_type -> filter_type: enum "'NO DESCRIPTION'"
-CompositorNodeFlip.axis -> axis: enum "'NO DESCRIPTION'"
-CompositorNodeGlare.angle_offset -> angle_offset: float "'Streak angle offset in degrees'"
-CompositorNodeGlare.color_modulation -> color_modulation: float "'Amount of Color Modulation, modulates colors of streaks and ghosts for a spectral dispersion effect'"
-CompositorNodeGlare.fade -> fade: float "'Streak fade-out factor'"
-CompositorNodeGlare.glare_type -> glare_type: enum "'NO DESCRIPTION'"
-CompositorNodeGlare.iterations -> iterations: int "'NO DESCRIPTION'"
-CompositorNodeGlare.mix -> mix: float "'-1 is original image only, 0 is exact 50/50 mix, 1 is processed image only'"
-CompositorNodeGlare.quality -> quality: enum "'If not set to high quality, the effect will be applied to a low-res copy of the source image'"
-CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean "'Simple star filter: add 45 degree rotation offset'"
-CompositorNodeGlare.size -> size: int "'Glow/glare size (not actual size; relative to initial size of bright area of pixels)'"
-CompositorNodeGlare.streaks -> streaks: int "'Total number of streaks'"
-CompositorNodeGlare.threshold -> threshold: float "'The glare filter will only be applied to pixels brighter than this value'"
-CompositorNodeHueCorrect.mapping -> mapping: pointer, "'(read-only)'"
-CompositorNodeHueSat.hue -> hue: float "'NO DESCRIPTION'"
-CompositorNodeHueSat.sat -> sat: float "'NO DESCRIPTION'"
-CompositorNodeHueSat.val -> val: float "'NO DESCRIPTION'"
-CompositorNodeIDMask.index -> index: int "'Pass index number to convert to alpha'"
-CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean "'NO DESCRIPTION'"
-CompositorNodeImage.cyclic -> use_cyclic: boolean "'NO DESCRIPTION'"
-CompositorNodeImage.frames -> frames: int "'Number of images used in animation'"
-CompositorNodeImage.image -> image: pointer "'NO DESCRIPTION'"
-CompositorNodeImage.layer -> layer: enum "'NO DESCRIPTION'"
-CompositorNodeImage.offset -> offset: int "'Offsets the number of the frame to use in the animation'"
-CompositorNodeImage.start -> start: int "'NO DESCRIPTION'"
-CompositorNodeInvert.alpha -> invert_alpha: boolean "'NO DESCRIPTION'"
-CompositorNodeInvert.rgb -> invert_rgb: boolean "'NO DESCRIPTION'"
-CompositorNodeLensdist.fit -> use_fit: boolean "'For positive distortion factor only: scale image such that black areas are not visible'"
-CompositorNodeLensdist.jitter -> use_jitter: boolean "'Enable/disable jittering; faster, but also noisier'"
-CompositorNodeLensdist.projector -> use_projector: boolean "'Enable/disable projector mode. Effect is applied in horizontal direction only'"
-CompositorNodeLevels.channel -> channel: enum "'NO DESCRIPTION'"
-CompositorNodeLumaMatte.high -> high: float "'Values higher than this setting are 100% opaque'"
-CompositorNodeLumaMatte.low -> low: float "'Values lower than this setting are 100% keyed'"
-CompositorNodeMapUV.alpha -> alpha: int "'NO DESCRIPTION'"
-CompositorNodeMapValue.max -> max: float "'NO DESCRIPTION'"
-CompositorNodeMapValue.min -> min: float "'NO DESCRIPTION'"
-CompositorNodeMapValue.offset -> offset: float "'NO DESCRIPTION'"
-CompositorNodeMapValue.size -> size: float "'NO DESCRIPTION'"
-CompositorNodeMapValue.use_max -> use_max: boolean "'NO DESCRIPTION'"
-CompositorNodeMapValue.use_min -> use_min: boolean "'NO DESCRIPTION'"
-CompositorNodeMath.operation -> operation: enum "'NO DESCRIPTION'"
-CompositorNodeMixRGB.alpha -> use_alpha: boolean "'Include alpha of second input in this operation'"
-CompositorNodeMixRGB.blend_type -> blend_type: enum "'NO DESCRIPTION'"
-CompositorNodeOutputFile.exr_codec -> exr_codec: enum "'NO DESCRIPTION'"
-CompositorNodeOutputFile.exr_half -> use_exr_half: boolean "'NO DESCRIPTION'"
-CompositorNodeOutputFile.filepath -> filepath: string "'Output path for the image, same functionality as render output.'"
-CompositorNodeOutputFile.frame_end -> frame_end: int "'NO DESCRIPTION'"
-CompositorNodeOutputFile.frame_start -> frame_start: int "'NO DESCRIPTION'"
-CompositorNodeOutputFile.image_type -> image_type: enum "'NO DESCRIPTION'"
-CompositorNodeOutputFile.quality -> quality: int "'NO DESCRIPTION'"
-CompositorNodePremulKey.mapping -> mapping: enum "'Conversion between premultiplied alpha and key alpha'"
-CompositorNodeRLayers.layer -> layer: enum "'NO DESCRIPTION'"
-CompositorNodeRLayers.scene -> scene: pointer "'NO DESCRIPTION'"
-CompositorNodeRotate.filter -> filter: enum "'Method to use to filter rotation'"
-CompositorNodeScale.space -> space: enum "'Coordinate space to scale relative to'"
-CompositorNodeSplitViewer.axis -> axis: enum "'NO DESCRIPTION'"
-CompositorNodeSplitViewer.factor -> factor: int "'NO DESCRIPTION'"
-CompositorNodeTexture.node_output -> node_output: int "'For node-based textures, which output node to use'"
-CompositorNodeTexture.texture -> texture: pointer "'NO DESCRIPTION'"
-CompositorNodeTime.curve -> curve: pointer, "'(read-only)'"
-CompositorNodeTime.end -> end: int "'NO DESCRIPTION'"
-CompositorNodeTime.start -> start: int "'NO DESCRIPTION'"
-CompositorNodeTonemap.adaptation -> adaptation: float "'If 0, global; if 1, based on pixel intensity'"
-CompositorNodeTonemap.contrast -> contrast: float "'Set to 0 to use estimate from input image'"
-CompositorNodeTonemap.correction -> correction: float "'If 0, same for all channels; if 1, each independent'"
-CompositorNodeTonemap.gamma -> gamma: float "'If not used, set to 1'"
-CompositorNodeTonemap.intensity -> intensity: float "'If less than zero, darkens image; otherwise, makes it brighter'"
-CompositorNodeTonemap.key -> key: float "'The value the average luminance is mapped to'"
-CompositorNodeTonemap.offset -> offset: float "'Normally always 1, but can be used as an extra control to alter the brightness curve'"
-CompositorNodeTonemap.tonemap_type -> tonemap_type: enum "'NO DESCRIPTION'"
-CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, "'(read-only)'"
-CompositorNodeVecBlur.curved -> use_curved: boolean "'Interpolate between frames in a bezier curve, rather than linearly'"
-CompositorNodeVecBlur.factor -> factor: float '"Scaling factor for motion vectors; actually \'shutter speed\' in frames"'
-CompositorNodeVecBlur.max_speed -> speed_max: int "'Maximum speed, or zero for none'"
-CompositorNodeVecBlur.min_speed -> speed_min: int "'Minimum speed for a pixel to be blurred; used to separate background from foreground'"
-CompositorNodeVecBlur.samples -> samples: int "'NO DESCRIPTION'"
ConsoleLine.current_character -> current_character: int "'NO DESCRIPTION'"
ConsoleLine.line -> line: string "'Text in the line'"
Constraint.active -> active: boolean "'Constraint is the one being edited'"
@@ -605,34 +378,214 @@ Constraint.proxy_local -> is_proxy_local: boolean "'Constraint was added in t
Constraint.rot_error -> rot_error: float, "'(read-only) Amount of residual error in radiant for constraints that work on orientation'"
Constraint.target_space -> target_space: enum "'Space that target is evaluated in'"
Constraint.type -> type: enum, "'(read-only)'"
-ConstraintActuator.damping -> damping: int "'Damping factor: time constant (in frame) of low pass filter'"
-ConstraintActuator.damping_rotation -> damping_rotation: int "'Use a different damping for orientation'"
-ConstraintActuator.detect_material -> use_material_detect: boolean "'Detect material instead of property'"
-ConstraintActuator.direction -> direction: enum "'Set the direction of the ray'"
-ConstraintActuator.direction_axis -> direction_axis: enum "'Select the axis to be aligned along the reference direction'"
-ConstraintActuator.distance -> distance: float "'Set the maximum length of ray'"
-ConstraintActuator.fh_damping -> fh_damping: float "'Damping factor of the Fh spring force'"
-ConstraintActuator.fh_height -> fh_height: float "'Height of the Fh area'"
-ConstraintActuator.fh_normal -> use_fh_normal: boolean "'Add a horizontal spring force on slopes'"
-ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean "'Keep object axis parallel to normal'"
-ConstraintActuator.force_distance -> use_force_distance: boolean "'Force distance of object to point of impact of ray'"
-ConstraintActuator.limit -> limit: enum "'NO DESCRIPTION'"
-ConstraintActuator.limit_max -> limit_max: float "'NO DESCRIPTION'"
-ConstraintActuator.limit_min -> limit_min: float "'NO DESCRIPTION'"
-ConstraintActuator.local -> use_local: boolean '"Set ray along object\'s axis or global axis"'
-ConstraintActuator.material -> material: string "'Ray detects only Objects with this material'"
-ConstraintActuator.max_angle -> angle_max: float "'Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max'"
-ConstraintActuator.max_rotation -> rotation_max: float "'Reference Direction'"
-ConstraintActuator.min_angle -> angle_min: float "'Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max'"
-ConstraintActuator.mode -> mode: enum "'The type of the constraint'"
-ConstraintActuator.normal -> use_normal: boolean "'Set object axis along (local axis) or parallel (global axis) to the normal at hit position'"
-ConstraintActuator.persistent -> use_persistent: boolean "'Persistent actuator: stays active even if ray does not reach target'"
-ConstraintActuator.property -> property: string "'Ray detect only Objects with this property'"
-ConstraintActuator.range -> range: float "'Set the maximum length of ray'"
-ConstraintActuator.spring -> spring: float "'Spring force within the Fh area'"
-ConstraintActuator.time -> time: int "'Maximum activation time in frame, 0 for unlimited'"
ConstraintTarget.subtarget -> subtarget: string "'NO DESCRIPTION'"
ConstraintTarget.target -> target: pointer "'Target Object'"
++ * Constraint|ActionConstraint.action -> action: pointer "'NO DESCRIPTION'"
++ * Constraint|ActionConstraint.frame_end -> frame_end: int "'Last frame of the Action to use'"
++ * Constraint|ActionConstraint.frame_start -> frame_start: int "'First frame of the Action to use'"
++ * Constraint|ActionConstraint.maximum -> max: float "'Maximum value for target channel range'"
++ * Constraint|ActionConstraint.minimum -> min: float "'Minimum value for target channel range'"
++ * Constraint|ActionConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
++ * Constraint|ActionConstraint.target -> target: pointer "'Target Object'"
++ * Constraint|ActionConstraint.transform_channel -> transform_channel: enum "'Transformation channel from the target that is used to key the Action'"
++ * Constraint|ChildOfConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
++ * Constraint|ChildOfConstraint.target -> target: pointer "'Target Object'"
++ * Constraint|ChildOfConstraint.use_location_x -> use_location_x: boolean "'Use X Location of Parent'"
++ * Constraint|ChildOfConstraint.use_location_y -> use_location_y: boolean "'Use Y Location of Parent'"
++ * Constraint|ChildOfConstraint.use_location_z -> use_location_z: boolean "'Use Z Location of Parent'"
++ * Constraint|ChildOfConstraint.use_rotation_x -> use_rotation_x: boolean "'Use X Rotation of Parent'"
++ * Constraint|ChildOfConstraint.use_rotation_y -> use_rotation_y: boolean "'Use Y Rotation of Parent'"
++ * Constraint|ChildOfConstraint.use_rotation_z -> use_rotation_z: boolean "'Use Z Rotation of Parent'"
++ * Constraint|ChildOfConstraint.use_scale_x -> use_scale_x: boolean "'Use X Scale of Parent'"
++ * Constraint|ChildOfConstraint.use_scale_y -> use_scale_y: boolean "'Use Y Scale of Parent'"
++ * Constraint|ChildOfConstraint.use_scale_z -> use_scale_z: boolean "'Use Z Scale of Parent'"
++ * Constraint|ClampToConstraint.cyclic -> use_cyclic: boolean "'Treat curve as cyclic curve (no clamping to curve bounding box'"
++ * Constraint|ClampToConstraint.main_axis -> main_axis: enum "'Main axis of movement'"
++ * Constraint|ClampToConstraint.target -> target: pointer "'Target Object'"
+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'"
+Constraint|CopyLocationConstraint.invert_z -> invert_z: boolean "'Invert the Z location'"
+Constraint|CopyLocationConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
+Constraint|CopyLocationConstraint.target -> target: pointer "'Target Object'"
+Constraint|CopyLocationConstraint.use_offset -> use_offset: boolean "'Add original location into copied location'"
+Constraint|CopyLocationConstraint.use_x -> use_x: boolean '"Copy the target\'s X location"'
+Constraint|CopyLocationConstraint.use_y -> use_y: boolean '"Copy the target\'s Y location"'
+Constraint|CopyLocationConstraint.use_z -> use_z: boolean '"Copy the target\'s Z location"'
+Constraint|CopyRotationConstraint.invert_x -> invert_x: boolean "'Invert the X rotation'"
+Constraint|CopyRotationConstraint.invert_y -> invert_y: boolean "'Invert the Y rotation'"
+Constraint|CopyRotationConstraint.invert_z -> invert_z: boolean "'Invert the Z rotation'"
+Constraint|CopyRotationConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
+Constraint|CopyRotationConstraint.target -> target: pointer "'Target Object'"
+Constraint|CopyRotationConstraint.use_offset -> use_offset: boolean "'Add original rotation into copied rotation'"
+Constraint|CopyRotationConstraint.use_x -> use_x: boolean '"Copy the target\'s X rotation"'
+Constraint|CopyRotationConstraint.use_y -> use_y: boolean '"Copy the target\'s Y rotation"'
+Constraint|CopyRotationConstraint.use_z -> use_z: boolean '"Copy the target\'s Z rotation"'
+Constraint|CopyScaleConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
+Constraint|CopyScaleConstraint.target -> target: pointer "'Target Object'"
+Constraint|CopyScaleConstraint.use_offset -> use_offset: boolean "'Add original scale into copied scale'"
+Constraint|CopyScaleConstraint.use_x -> use_x: boolean '"Copy the target\'s X scale"'
+Constraint|CopyScaleConstraint.use_y -> use_y: boolean '"Copy the target\'s Y scale"'
+Constraint|CopyScaleConstraint.use_z -> use_z: boolean '"Copy the target\'s Z scale"'
+Constraint|CopyTransformsConstraint.head_tail -> head_tail: float "'Target along length of bone: Head=0, Tail=1'"
+Constraint|CopyTransformsConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
+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: 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.sticky -> use_sticky: boolean "'Immobilize object while constrained'"
+Constraint|FloorConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
+Constraint|FloorConstraint.target -> target: pointer "'Target Object'"
+Constraint|FloorConstraint.use_rotation -> use_rotation: boolean '"Use the target\'s rotation to determine floor"'
+Constraint|FollowPathConstraint.forward -> forward: 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: 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_position -> use_fixed_location: boolean "'Object will stay locked to a single point somewhere along the length of the curve regardless of time'"
+Constraint|KinematicConstraint.axis_reference -> axis_reference: enum "'Constraint axis Lock options relative to Bone or Target reference'"
+Constraint|KinematicConstraint.chain_length -> chain_length: int "'How many bones are included in the IK effect - 0 uses all bones'"
+Constraint|KinematicConstraint.distance -> distance: float "'Radius of limiting sphere'"
+Constraint|KinematicConstraint.ik_type -> ik_type: enum "'NO DESCRIPTION'"
+Constraint|KinematicConstraint.iterations -> iterations: int "'Maximum number of solving iterations'"
+Constraint|KinematicConstraint.limit_mode -> limit_mode: enum "'Distances in relation to sphere of influence to allow'"
+Constraint|KinematicConstraint.orient_weight -> orient_weight: float "'For Tree-IK: Weight of orientation control for this target'"
+Constraint|KinematicConstraint.pole_angle -> pole_angle: float "'Pole rotation offset'"
+Constraint|KinematicConstraint.pole_subtarget -> pole_subtarget: string "'NO DESCRIPTION'"
+Constraint|KinematicConstraint.pole_target -> pole_target: pointer "'Object for pole rotation'"
+Constraint|KinematicConstraint.pos_lock_x -> lock_location_x: boolean "'Constraint position along X axis'"
+Constraint|KinematicConstraint.pos_lock_y -> lock_location_y: boolean "'Constraint position along Y axis'"
+Constraint|KinematicConstraint.pos_lock_z -> lock_location_z: boolean "'Constraint position along Z axis'"
+Constraint|KinematicConstraint.rot_lock_x -> lock_rotation_x: boolean "'Constraint rotation along X axis'"
+Constraint|KinematicConstraint.rot_lock_y -> lock_rotation_y: boolean "'Constraint rotation along Y axis'"
+Constraint|KinematicConstraint.rot_lock_z -> lock_rotation_z: boolean "'Constraint rotation along Z axis'"
+Constraint|KinematicConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
+Constraint|KinematicConstraint.target -> target: pointer "'Target Object'"
+Constraint|KinematicConstraint.use_position -> use_location: boolean "'Chain follows position of target'"
+Constraint|KinematicConstraint.use_rotation -> use_rotation: boolean "'Chain follows rotation of target'"
+Constraint|KinematicConstraint.use_stretch -> use_stretch: boolean "'Enable IK Stretching'"
+Constraint|KinematicConstraint.use_tail -> use_tail: boolean '"Include bone\'s tail as last element in chain"'
+Constraint|KinematicConstraint.use_target -> use_target: boolean "'Disable for targetless IK'"
+Constraint|KinematicConstraint.weight -> weight: float "'For Tree-IK: Weight of position control for this target'"
+Constraint|LimitDistanceConstraint.distance -> distance: float "'Radius of limiting sphere'"
+Constraint|LimitDistanceConstraint.limit_mode -> limit_mode: enum "'Distances in relation to sphere of influence to allow'"
+Constraint|LimitDistanceConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
+Constraint|LimitDistanceConstraint.target -> target: pointer "'Target Object'"
+Constraint|LimitLocationConstraint.limit_transform -> limit_transform: boolean "'Transforms are affected by this constraint as well'"
+Constraint|LimitLocationConstraint.maximum_x -> max_x: float "'Highest X value to allow'"
+Constraint|LimitLocationConstraint.maximum_y -> max_y: float "'Highest Y value to allow'"
+Constraint|LimitLocationConstraint.maximum_z -> max_z: float "'Highest Z value to allow'"
+Constraint|LimitLocationConstraint.minimum_x -> min_x: float "'Lowest X value to allow'"
+Constraint|LimitLocationConstraint.minimum_y -> min_y: float "'Lowest Y value to allow'"
+Constraint|LimitLocationConstraint.minimum_z -> min_z: float "'Lowest Z value to allow'"
+Constraint|LimitLocationConstraint.use_maximum_x -> use_max_x: boolean "'Use the maximum X value'"
+Constraint|LimitLocationConstraint.use_maximum_y -> use_max_y: boolean "'Use the maximum Y value'"
+Constraint|LimitLocationConstraint.use_maximum_z -> use_max_z: boolean "'Use the maximum Z value'"
+Constraint|LimitLocationConstraint.use_minimum_x -> use_min_x: boolean "'Use the minimum X value'"
+Constraint|LimitLocationConstraint.use_minimum_y -> use_min_y: boolean "'Use the minimum Y value'"
+Constraint|LimitLocationConstraint.use_minimum_z -> use_min_z: boolean "'Use the minimum Z value'"
+Constraint|LimitRotationConstraint.limit_transform -> limit_transform: boolean "'Transforms are affected by this constraint as well'"
+Constraint|LimitRotationConstraint.maximum_x -> max_x: float "'Highest X value to allow'"
+Constraint|LimitRotationConstraint.maximum_y -> max_y: float "'Highest Y value to allow'"
+Constraint|LimitRotationConstraint.maximum_z -> max_z: float "'Highest Z value to allow'"
+Constraint|LimitRotationConstraint.minimum_x -> min_x: float "'Lowest X value to allow'"
+Constraint|LimitRotationConstraint.minimum_y -> min_y: float "'Lowest Y value to allow'"
+Constraint|LimitRotationConstraint.minimum_z -> min_z: float "'Lowest Z value to allow'"
+Constraint|LimitRotationConstraint.use_limit_x -> use_limit_x: boolean "'Use the minimum X value'"
+Constraint|LimitRotationConstraint.use_limit_y -> use_limit_y: boolean "'Use the minimum Y value'"
+Constraint|LimitRotationConstraint.use_limit_z -> use_limit_z: boolean "'Use the minimum Z value'"
+Constraint|LimitScaleConstraint.limit_transform -> limit_transform: boolean "'Transforms are affected by this constraint as well'"
+Constraint|LimitScaleConstraint.maximum_x -> max_x: float "'Highest X value to allow'"
+Constraint|LimitScaleConstraint.maximum_y -> max_y: float "'Highest Y value to allow'"
+Constraint|LimitScaleConstraint.maximum_z -> max_z: float "'Highest Z value to allow'"
+Constraint|LimitScaleConstraint.minimum_x -> min_x: float "'Lowest X value to allow'"
+Constraint|LimitScaleConstraint.minimum_y -> min_y: float "'Lowest Y value to allow'"
+Constraint|LimitScaleConstraint.minimum_z -> min_z: float "'Lowest Z value to allow'"
+Constraint|LimitScaleConstraint.use_maximum_x -> use_max_x: boolean "'Use the maximum X value'"
+Constraint|LimitScaleConstraint.use_maximum_y -> use_max_y: boolean "'Use the maximum Y value'"
+Constraint|LimitScaleConstraint.use_maximum_z -> use_max_z: boolean "'Use the maximum Z value'"
+Constraint|LimitScaleConstraint.use_minimum_x -> use_min_x: boolean "'Use the minimum X value'"
+Constraint|LimitScaleConstraint.use_minimum_y -> use_min_y: boolean "'Use the minimum Y value'"
+Constraint|LimitScaleConstraint.use_minimum_z -> use_min_z: boolean "'Use the minimum Z value'"
+Constraint|LockedTrackConstraint.lock -> lock: enum "'Axis that points upward'"
+Constraint|LockedTrackConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
+Constraint|LockedTrackConstraint.target -> target: pointer "'Target Object'"
+Constraint|LockedTrackConstraint.track -> track: enum "'Axis that points to the target object'"
+Constraint|MaintainVolumeConstraint.axis -> axis: enum "'The free scaling axis of the object'"
+Constraint|MaintainVolumeConstraint.volume -> volume: float "'Volume of the bone at rest'"
+Constraint|PivotConstraint.enabled_rotation_range -> enabled_rotation_range: enum "'Rotation range on which pivoting should occur'"
+Constraint|PivotConstraint.head_tail -> head_tail: float "'Target along length of bone: Head=0, Tail=1'"
+Constraint|PivotConstraint.offset -> offset: float '"Offset of pivot from target (when set), or from owner\'s location (when Fixed Position is off), or the absolute pivot point"'
+Constraint|PivotConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
+Constraint|PivotConstraint.target -> target: pointer "'Target Object, defining the position of the pivot when defined'"
+Constraint|PivotConstraint.use_relative_position -> use_relative_location: boolean "'Offset will be an absolute point in space instead of relative to the target'"
+Constraint|PythonConstraint.number_of_targets -> number_of_targets: int "'Usually only 1-3 are needed'"
+Constraint|PythonConstraint.script_error -> has_script_error: boolean, "'(read-only) The linked Python script has thrown an error'"
+Constraint|PythonConstraint.targets -> targets: collection, "'(read-only) Target Objects'"
+Constraint|PythonConstraint.text -> text: pointer "'The text object that contains the Python script'"
+Constraint|PythonConstraint.use_targets -> use_targets: boolean "'Use the targets indicated in the constraint panel'"
+Constraint|RigidBodyJointConstraint.axis_x -> axis_x: float "'Rotate pivot on X axis in degrees'"
+Constraint|RigidBodyJointConstraint.axis_y -> axis_y: float "'Rotate pivot on Y axis in degrees'"
+Constraint|RigidBodyJointConstraint.axis_z -> axis_z: float "'Rotate pivot on Z axis in degrees'"
+Constraint|RigidBodyJointConstraint.child -> child: pointer "'Child object'"
+NEGATE * Constraint|RigidBodyJointConstraint.disable_linked_collision -> use_linked_collision: boolean "'Disable collision between linked bodies'"
+Constraint|RigidBodyJointConstraint.draw_pivot -> show_pivot: boolean "'Display the pivot point and rotation in 3D view'"
+Constraint|RigidBodyJointConstraint.pivot_type -> pivot_type: enum "'NO DESCRIPTION'"
+Constraint|RigidBodyJointConstraint.pivot_x -> pivot_x: float "'Offset pivot on X'"
+Constraint|RigidBodyJointConstraint.pivot_y -> pivot_y: float "'Offset pivot on Y'"
+Constraint|RigidBodyJointConstraint.pivot_z -> pivot_z: float "'Offset pivot on Z'"
+Constraint|RigidBodyJointConstraint.target -> target: pointer "'Target Object'"
+Constraint|ShrinkwrapConstraint.distance -> distance: float "'Distance to Target'"
+Constraint|ShrinkwrapConstraint.shrinkwrap_type -> shrinkwrap_type: enum "'Selects type of shrinkwrap algorithm for target position'"
+Constraint|ShrinkwrapConstraint.target -> target: pointer "'Target Object'"
+Constraint|ShrinkwrapConstraint.use_x -> use_x: boolean "'Projection over X Axis'"
+Constraint|ShrinkwrapConstraint.use_y -> use_y: boolean "'Projection over Y Axis'"
+Constraint|ShrinkwrapConstraint.use_z -> use_z: boolean "'Projection over Z Axis'"
+Constraint|SplineIKConstraint.chain_length -> chain_length: int "'How many bones are included in the chain'"
+Constraint|SplineIKConstraint.chain_offset -> use_chain_offset: boolean "'Offset the entire chain relative to the root joint'"
+Constraint|SplineIKConstraint.even_divisions -> use_even_divisions: boolean "'Ignore the relative lengths of the bones when fitting to the curve'"
+Constraint|SplineIKConstraint.joint_bindings -> joint_bindings: float "'(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages'"
+Constraint|SplineIKConstraint.target -> target: pointer "'Curve that controls this relationship'"
+Constraint|SplineIKConstraint.use_curve_radius -> use_curve_radius: boolean "'Average radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale mode'"
+Constraint|SplineIKConstraint.xz_scaling_mode -> xz_scale_mode: enum "'Method used for determining the scaling of the X and Z axes of the bones'"
+Constraint|SplineIKConstraint.y_stretch -> use_y_stretch: boolean "'Stretch the Y axis of the bones to fit the curve'"
+Constraint|StretchToConstraint.bulge -> bulge: float "'Factor between volume variation and stretching'"
+Constraint|StretchToConstraint.head_tail -> head_tail: float "'Target along length of bone: Head=0, Tail=1'"
+Constraint|StretchToConstraint.keep_axis -> keep_axis: enum "'Axis to maintain during stretch'"
+Constraint|StretchToConstraint.original_length -> original_length: float "'Length at rest position'"
+Constraint|StretchToConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
+Constraint|StretchToConstraint.target -> target: pointer "'Target Object'"
+Constraint|StretchToConstraint.volume -> volume: enum '"Maintain the object\'s volume as it stretches"'
+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.target_z -> use_target_z: boolean '"Target\'s Z axis, not World Z axis, will constraint the Up direction"'
+Constraint|TrackToConstraint.track -> track: enum "'Axis that points to the target object'"
+Constraint|TrackToConstraint.up -> up: enum "'Axis that points upward'"
+Constraint|TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean "'Extrapolate ranges'"
+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'"
+Constraint|TransformConstraint.from_max_z -> from_max_z: float "'Top range of Z axis source motion'"
+Constraint|TransformConstraint.from_min_x -> from_min_x: float "'Bottom range of X axis source motion'"
+Constraint|TransformConstraint.from_min_y -> from_min_y: float "'Bottom range of Y axis source motion'"
+Constraint|TransformConstraint.from_min_z -> from_min_z: float "'Bottom range of Z axis source motion'"
+Constraint|TransformConstraint.map_from -> map_from: enum "'The transformation type to use from the target'"
+Constraint|TransformConstraint.map_to -> map_to: enum "'The transformation type to affect of the constrained object'"
+Constraint|TransformConstraint.map_to_x_from -> map_to_x_from: enum '"The source axis constrained object\'s X axis uses"'
+Constraint|TransformConstraint.map_to_y_from -> map_to_y_from: enum '"The source axis constrained object\'s Y axis uses"'
+Constraint|TransformConstraint.map_to_z_from -> map_to_z_from: enum '"The source axis constrained object\'s Z axis uses"'
+Constraint|TransformConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
+Constraint|TransformConstraint.target -> target: pointer "'Target Object'"
+Constraint|TransformConstraint.to_max_x -> to_max_x: float "'Top range of X axis destination motion'"
+Constraint|TransformConstraint.to_max_y -> to_max_y: float "'Top range of Y axis destination motion'"
+Constraint|TransformConstraint.to_max_z -> to_max_z: float "'Top range of Z axis destination motion'"
+Constraint|TransformConstraint.to_min_x -> to_min_x: float "'Bottom range of X axis destination motion'"
+Constraint|TransformConstraint.to_min_y -> to_min_y: float "'Bottom range of Y axis destination motion'"
+Constraint|TransformConstraint.to_min_z -> to_min_z: float "'Bottom range of Z axis destination motion'"
Context.area -> area: pointer, "'(read-only)'"
Context.main -> main: pointer, "'(read-only)'"
Context.manager -> manager: pointer, "'(read-only)'"
@@ -645,82 +598,16 @@ Context.space_data -> space_data: pointer, "'(read-only)'"
Context.tool_settings -> tool_settings: pointer, "'(read-only)'"
Context.user_preferences -> user_preferences: pointer, "'(read-only)'"
Context.window -> window: pointer, "'(read-only)'"
-ControlFluidSettings.active -> use: boolean "'Object contributes to the fluid simulation'"
-ControlFluidSettings.attraction_radius -> attraction_radius: float "'Specifies the force field radius around the control object'"
-ControlFluidSettings.attraction_strength -> attraction_strength: float "'Force strength for directional attraction towards the control object'"
-ControlFluidSettings.end_time -> end_time: float "'Specifies time when the control particles are deactivated'"
-ControlFluidSettings.quality -> quality: float "'Specifies the quality which is used for object sampling. (higher = better but slower)'"
-ControlFluidSettings.reverse_frames -> use_reverse_frames: boolean "'Reverse control object movement'"
-ControlFluidSettings.start_time -> start_time: float "'Specifies time when the control particles are activated'"
-ControlFluidSettings.velocity_radius -> velocity_radius: float "'Specifies the force field radius around the control object'"
-ControlFluidSettings.velocity_strength -> velocity_strength: float '"Force strength of how much of the control object\'s velocity is influencing the fluid velocity"'
Controller.expanded -> show_expanded: boolean "'Set controller expanded in the user interface'"
Controller.name -> name: string "'NO DESCRIPTION'"
Controller.priority -> use_priority: boolean "'Mark controller for execution before all non-marked controllers (good for startup scripts)'"
Controller.state -> states: boolean, "'(read-only) Set Controller state index (1 to 30)'"
Controller.type -> type: enum "'NO DESCRIPTION'"
-CopyLocationConstraint.head_tail -> head_tail: float "'Target along length of bone: Head=0, Tail=1'"
-CopyLocationConstraint.invert_x -> invert_x: boolean "'Invert the X location'"
-CopyLocationConstraint.invert_y -> invert_y: boolean "'Invert the Y location'"
-CopyLocationConstraint.invert_z -> invert_z: boolean "'Invert the Z location'"
-CopyLocationConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
-CopyLocationConstraint.target -> target: pointer "'Target Object'"
-CopyLocationConstraint.use_offset -> use_offset: boolean "'Add original location into copied location'"
-CopyLocationConstraint.use_x -> use_x: boolean '"Copy the target\'s X location"'
-CopyLocationConstraint.use_y -> use_y: boolean '"Copy the target\'s Y location"'
-CopyLocationConstraint.use_z -> use_z: boolean '"Copy the target\'s Z location"'
-CopyRotationConstraint.invert_x -> invert_x: boolean "'Invert the X rotation'"
-CopyRotationConstraint.invert_y -> invert_y: boolean "'Invert the Y rotation'"
-CopyRotationConstraint.invert_z -> invert_z: boolean "'Invert the Z rotation'"
-CopyRotationConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
-CopyRotationConstraint.target -> target: pointer "'Target Object'"
-CopyRotationConstraint.use_offset -> use_offset: boolean "'Add original rotation into copied rotation'"
-CopyRotationConstraint.use_x -> use_x: boolean '"Copy the target\'s X rotation"'
-CopyRotationConstraint.use_y -> use_y: boolean '"Copy the target\'s Y rotation"'
-CopyRotationConstraint.use_z -> use_z: boolean '"Copy the target\'s Z rotation"'
-CopyScaleConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
-CopyScaleConstraint.target -> target: pointer "'Target Object'"
-CopyScaleConstraint.use_offset -> use_offset: boolean "'Add original scale into copied scale'"
-CopyScaleConstraint.use_x -> use_x: boolean '"Copy the target\'s X scale"'
-CopyScaleConstraint.use_y -> use_y: boolean '"Copy the target\'s Y scale"'
-CopyScaleConstraint.use_z -> use_z: boolean '"Copy the target\'s Z scale"'
-CopyTransformsConstraint.head_tail -> head_tail: float "'Target along length of bone: Head=0, Tail=1'"
-CopyTransformsConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
-CopyTransformsConstraint.target -> target: pointer "'Target Object'"
-Curve.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
-Curve.auto_texspace -> use_auto_texspace: boolean '"Adjusts active object\'s texture space automatically when transforming object"'
-Curve.back -> use_fill_back: boolean "'Draw filled back for extruded/beveled curves'"
-Curve.bevel_depth -> bevel_depth: float "'Bevel depth when not using a bevel object'"
-Curve.bevel_object -> bevel_object: pointer "'Curve object name that defines the bevel shape'"
-Curve.bevel_resolution -> bevel_resolution: int "'Bevel resolution when depth is non-zero and no specific bevel object has been defined'"
-Curve.dimensions -> dimensions: enum "'Select 2D or 3D curve type'"
-Curve.draw_handles -> show_handles: boolean "'Display bezier handles in editmode'"
-Curve.draw_normals -> show_normals: boolean "'Display 3D curve normals in editmode'"
-Curve.eval_time -> eval_time: float '"Parametric position along the length of the curve that Objects \'following\' it should be at. Position is evaluated by dividing by the \'Path Length\' value"'
-Curve.extrude -> extrude: float "'Amount of curve extrusion when not using a bevel object'"
-Curve.front -> use_fill_front: boolean "'Draw filled front for extruded/beveled curves'"
-Curve.map_along_length -> use_map_along_length: boolean "'Generate texture mapping coordinates following the curve direction, rather than the local bounding box'"
-Curve.materials -> materials: collection, "'(read-only)'"
-Curve.path_length -> path_length: int '"The number of frames that are needed to traverse the path, defining the maximum value for the \'Evaluation Time\' setting"'
-Curve.render_resolution_u -> render_resolution_u: int "'Surface resolution in U direction used while rendering. Zero skips this property'"
-Curve.render_resolution_v -> render_resolution_v: int "'Surface resolution in V direction used while rendering. Zero skips this property'"
-Curve.resolution_u -> resolution_u: int "'Surface resolution in U direction'"
-Curve.resolution_v -> resolution_v: int "'Surface resolution in V direction'"
-Curve.shape_keys -> shape_keys: pointer, "'(read-only)'"
-Curve.splines -> splines: collection, "'(read-only) Collection of splines in this curve data object'"
-Curve.taper_object -> taper_object: pointer "'Curve object name that defines the taper (width)'"
-Curve.texspace_loc -> texspace_loc: float "'Texture space location'"
-Curve.texspace_size -> texspace_size: float "'Texture space size'"
-Curve.twist_mode -> twist_mode: enum "'The type of tilt calculation for 3D Curves'"
-Curve.twist_smooth -> twist_smooth: float "'Smoothing iteration for tangents'"
-Curve.use_deform_bounds -> use_deform_bounds: boolean "'Use the mesh bounds to clamp the deformation'"
-Curve.use_deform_fill -> use_fill_deform: boolean "'Fill curve after applying deformation'"
-Curve.use_path -> use_path: boolean "'Enable the curve to become a translation path'"
-Curve.use_path_follow -> use_path_follow: boolean "'Make curve path children to rotate along the path'"
-Curve.use_radius -> use_radius: boolean "'Option for paths: apply the curve radius with path following it and deforming'"
-Curve.use_stretch -> use_stretch: boolean "'Option for curve-deform: makes deformed child to stretch along entire path'"
-Curve.use_time_offset -> use_time_offset: boolean "'Children will use Time Offset value as path distance offset'"
-Curve.width -> width: float "'Scale the original width (1.0) based on given factor'"
+Controller|ExpressionController.expression -> expression: string "'NO DESCRIPTION'"
+Controller|PythonController.debug -> use_debug: boolean "'Continuously reload the module from disk for editing external modules without restarting'"
+Controller|PythonController.mode -> mode: enum "'Python script type (textblock or module - faster)'"
+Controller|PythonController.module -> module: string 'Module name and function to run e.g. "someModule.main". Internal texts and external python files can be used'
+Controller|PythonController.text -> text: pointer "'Text datablock with the python script'"
CurveMap.extend -> extend: enum, "'(read-only) Extrapolate the curve or extend it horizontally'"
CurveMap.points -> points: collection, "'(read-only)'"
CurveMapPoint.handle_type -> handle_type: enum, "'(read-only) Curve interpolation at this point: bezier or vector'"
@@ -734,55 +621,7 @@ CurveMapping.clip_min_x -> clip_min_x: float "'NO DESCRIPTION'"
CurveMapping.clip_min_y -> clip_min_y: float "'NO DESCRIPTION'"
CurveMapping.curves -> curves: collection, "'(read-only)'"
CurveMapping.white_level -> white_level: float "'For RGB curves, the color that white is mapped to'"
-CurveModifier.deform_axis -> deform_axis: enum "'The axis that the curve deforms along'"
-CurveModifier.object -> object: pointer "'Curve object to deform with'"
-CurveModifier.vertex_group -> vertex_group: string "'Vertex group name'"
CurveSplines.active -> active: pointer "'Active curve spline'"
-DampedTrackConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
-DampedTrackConstraint.target -> target: pointer "'Target Object'"
-DampedTrackConstraint.track -> track: enum "'Axis that points to the target object'"
-DecimateModifier.face_count -> face_count: int, "'(read-only) The current number of faces in the decimated mesh'"
-DecimateModifier.ratio -> ratio: float "'Defines the ratio of triangles to reduce to'"
-DelaySensor.delay -> delay: int "'Delay in number of logic tics before the positive trigger (default 60 per second)'"
-DelaySensor.duration -> duration: int "'If >0, delay in number of logic tics before the negative trigger following the positive trigger'"
-DelaySensor.repeat -> use_repeat: boolean "'Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics'"
-DisplaceModifier.direction -> direction: enum "'NO DESCRIPTION'"
-DisplaceModifier.midlevel -> midlevel: float "'Material value that gives no displacement'"
-DisplaceModifier.strength -> strength: float "'NO DESCRIPTION'"
-DisplaceModifier.texture -> texture: pointer "'NO DESCRIPTION'"
-DisplaceModifier.texture_coordinate_object -> texture_coordinate_object: pointer "'NO DESCRIPTION'"
-DisplaceModifier.texture_coordinates -> texture_coordinates: enum "'NO DESCRIPTION'"
-DisplaceModifier.uv_layer -> uv_layer: string "'UV layer name'"
-DisplaceModifier.vertex_group -> vertex_group: string "'Vertex group name'"
-DistortedNoiseTexture.distortion -> distortion: float "'NO DESCRIPTION'"
-DistortedNoiseTexture.nabla -> nabla: float "'Size of derivative offset used for calculating normal'"
-DistortedNoiseTexture.noise_basis -> noise_basis: enum "'Sets the noise basis used for turbulence'"
-DistortedNoiseTexture.noise_distortion -> noise_distortion: enum "'Sets the noise basis for the distortion'"
-DistortedNoiseTexture.noise_size -> noise_size: float "'Sets scaling for noise input'"
-DomainFluidSettings.compressibility -> compressibility: float "'Allowed compressibility due to gravitational force for standing fluid. (directly affects simulation step size)'"
-DomainFluidSettings.end_time -> end_time: float "'Simulation time of the last blender frame'"
-DomainFluidSettings.generate_particles -> generate_particles: float "'Amount of particles to generate (0=off, 1=normal, >1=more)'"
-DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean "'Generate speed vectors for vector blur'"
-DomainFluidSettings.gravity -> gravity: float "'Gravity in X, Y and Z direction'"
-DomainFluidSettings.grid_levels -> grid_levels: int "'Number of coarsened grids to use (-1 for automatic)'"
-DomainFluidSettings.memory_estimate -> memory_estimate: string, "'(read-only) Estimated amount of memory needed for baking the domain'"
-DomainFluidSettings.override_time -> use_time_override: boolean '"Use a custom start and end time (in seconds) instead of the scene\'s timeline"'
-DomainFluidSettings.partial_slip_factor -> partial_slip_factor: float "'Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip'"
-DomainFluidSettings.path -> path: string "'Directory (and/or filename prefix) to store baked fluid simulation files in'"
-DomainFluidSettings.preview_resolution -> preview_resolution: int "'Preview resolution in X,Y and Z direction'"
-DomainFluidSettings.real_world_size -> real_world_size: float "'Size of the simulation domain in metres'"
-DomainFluidSettings.render_display_mode -> render_display_mode: enum "'How to display the mesh for rendering'"
-DomainFluidSettings.resolution -> resolution: int "'Domain resolution in X,Y and Z direction'"
-DomainFluidSettings.reverse_frames -> use_reverse_frames: boolean "'Reverse fluid frames'"
-DomainFluidSettings.slip_type -> slip_type: enum "'NO DESCRIPTION'"
-DomainFluidSettings.start_time -> start_time: float "'Simulation time of the first blender frame'"
-DomainFluidSettings.surface_smoothing -> surface_smooth: float "'Amount of surface smoothing. A value of 0 is off, 1 is normal smoothing and more than 1 is extra smoothing'"
-DomainFluidSettings.surface_subdivisions -> surface_subdivisions: int "'Number of isosurface subdivisions. This is necessary for the inclusion of particles into the surface generation. Warning - can lead to longer computation times!'"
-DomainFluidSettings.tracer_particles -> tracer_particles: int "'Number of tracer particles to generate'"
-DomainFluidSettings.viewport_display_mode -> viewport_display_mode: enum "'How to display the mesh in the viewport'"
-DomainFluidSettings.viscosity_base -> viscosity_base: float "'Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)'"
-DomainFluidSettings.viscosity_exponent -> viscosity_exponent: int "'Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6.)'"
-DomainFluidSettings.viscosity_preset -> viscosity_preset: enum "'Set viscosity of the fluid to a preset value, or use manual input'"
NEGATE * DopeSheet.collapse_summary -> show_expanded_summary: boolean "'Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only)'"
DopeSheet.display_armature -> show_armatures: boolean "'Include visualization of Armature related Animation data'"
DopeSheet.display_camera -> show_cameras: boolean "'Include visualization of Camera related Animation data'"
@@ -822,9 +661,6 @@ DriverVariable.type -> type: enum "'Driver variable type'"
DupliObject.matrix -> matrix: float "'Object duplicate transformation matrix'"
DupliObject.object -> object: pointer, "'(read-only) Object being duplicated'"
DupliObject.object_matrix -> object_matrix: float "'Duplicated object transformation matrix'"
-EdgeSplitModifier.split_angle -> split_angle: float "'Angle above which to split edges'"
-EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean "'Split edges with high angle between faces'"
-EdgeSplitModifier.use_sharp -> use_edge_sharp: boolean "'Split edges that are marked as sharp'"
EditBone.bbone_in -> bbone_in: float "'Length of first Bezier Handle (for B-Bones only)'"
EditBone.bbone_out -> bbone_out: float "'Length of second Bezier Handle (for B-Bones only)'"
EditBone.bbone_segments -> bbone_segments: int "'Number of subdivisions of bone (for B-Bones only)'"
@@ -853,39 +689,6 @@ EditBone.select_head -> select_head: boolean "'NO DESCRIPTION'"
EditBone.select_tail -> select_tail: boolean "'NO DESCRIPTION'"
EditBone.tail -> tail: float "'Location of tail end of the bone'"
EditBone.tail_radius -> tail_radius: float "'Radius of tail of bone (for Envelope deform only)'"
-EditObjectActuator.angular_velocity -> angular_velocity: float "'Angular velocity upon creation'"
-EditObjectActuator.dynamic_operation -> dynamic_operation: enum "'NO DESCRIPTION'"
-EditObjectActuator.enable_3d_tracking -> use_3d_tracking: boolean "'Enable 3D tracking'"
-EditObjectActuator.linear_velocity -> linear_velocity: float "'Velocity upon creation'"
-EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean "'Apply the rotation locally'"
-EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean "'Apply the transformation locally'"
-EditObjectActuator.mass -> mass: float "'The mass of the object'"
-EditObjectActuator.mesh -> mesh: pointer '"Replace the existing, when left blank \'Phys\' will remake the existing physics mesh"'
-EditObjectActuator.mode -> mode: enum "'The mode of the actuator'"
-EditObjectActuator.object -> object: pointer "'Add this Object and all its children (cant be on an visible layer)'"
-EditObjectActuator.replace_display_mesh -> use_replace_display_mesh: boolean "'Replace the display mesh'"
-EditObjectActuator.replace_physics_mesh -> use_replace_physics_mesh: boolean "'Replace the physics mesh (triangle bounds only - compound shapes not supported)'"
-EditObjectActuator.time -> time: int "'Duration the new Object lives or the track takes'"
-EditObjectActuator.track_object -> track_object: pointer "'Track to this Object'"
-EffectSequence.color_balance -> color_balance: pointer, "'(read-only)'"
-EffectSequence.color_saturation -> color_saturation: float "'NO DESCRIPTION'"
-EffectSequence.convert_float -> use_float: boolean "'Convert input to float data'"
-EffectSequence.crop -> crop: pointer, "'(read-only)'"
-EffectSequence.de_interlace -> use_deinterlace: boolean "'For video movies to remove fields'"
-EffectSequence.flip_x -> use_flip_x: boolean "'Flip on the X axis'"
-EffectSequence.flip_y -> use_flip_y: boolean "'Flip on the Y axis'"
-EffectSequence.multiply_colors -> color_multiply: float "'NO DESCRIPTION'"
-EffectSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'"
-EffectSequence.proxy -> proxy: pointer, "'(read-only)'"
-EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "'Use a custom directory to store data'"
-EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean "'Use a custom file to read proxy data from'"
-EffectSequence.reverse_frames -> use_reverse_frames: boolean "'Reverse frame order'"
-EffectSequence.strobe -> strobe: float "'Only display every nth frame'"
-EffectSequence.transform -> transform: pointer, "'(read-only)'"
-EffectSequence.use_color_balance -> use_color_balance: boolean "'(3-Way color correction) on input'"
-EffectSequence.use_crop -> use_crop: boolean "'Crop image before processing'"
-EffectSequence.use_proxy -> use_proxy: boolean "'Use a preview proxy for this strip'"
-EffectSequence.use_translation -> use_translation: boolean "'Translate image before processing'"
EffectorWeights.all -> all: float '"All effector\'s weight"'
EffectorWeights.boid -> boid: float "'Boid effector weight'"
EffectorWeights.charge -> charge: float "'Charge effector weight'"
@@ -902,8 +705,6 @@ EffectorWeights.texture -> texture: float "'Texture effector weight'"
EffectorWeights.turbulence -> turbulence: float "'Turbulence effector weight'"
EffectorWeights.vortex -> vortex: float "'Vortex effector weight'"
EffectorWeights.wind -> wind: float "'Wind effector weight'"
-EnumProperty.default -> default: enum, "'(read-only) Default value for this enum'"
-EnumProperty.items -> items: collection, "'(read-only) Possible values for the property'"
EnumPropertyItem.description -> description: string, '"(read-only) Description of the item\'s purpose"'
EnumPropertyItem.identifier -> identifier: string, "'(read-only) Unique name used in the code and scripting'"
EnumPropertyItem.name -> name: string, "'(read-only) Human readable name'"
@@ -917,16 +718,6 @@ EnvironmentMap.resolution -> resolution: int "'Pixel resolution of the render
EnvironmentMap.source -> source: enum "'NO DESCRIPTION'"
EnvironmentMap.viewpoint_object -> viewpoint_object: pointer '"Object to use as the environment map\'s viewpoint location"'
EnvironmentMap.zoom -> zoom: float "'NO DESCRIPTION'"
-EnvironmentMapTexture.environment_map -> environment_map: pointer, "'(read-only) Gets the environment map associated with this texture'"
-EnvironmentMapTexture.filter -> filter: enum "'Texture filter to use for sampling image'"
-EnvironmentMapTexture.filter_eccentricity -> filter_eccentricity: int "'Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower'"
-EnvironmentMapTexture.filter_probes -> filter_probes: int "'Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower'"
-EnvironmentMapTexture.filter_size -> filter_size: float "'Multiplies the filter size used by MIP Map and Interpolation'"
-EnvironmentMapTexture.filter_size_minimum -> use_filter_size_min: boolean "'Use Filter Size as a minimal filter value in pixels'"
-EnvironmentMapTexture.image -> image: pointer "'Source image file to read the environment map from'"
-EnvironmentMapTexture.image_user -> image_user: pointer, "'(read-only) Parameters defining which layer, pass and frame of the image is displayed'"
-EnvironmentMapTexture.mipmap -> use_mipmap: boolean "'Uses auto-generated MIP maps for the image'"
-EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss: boolean "'Uses Gauss filter to sample down MIP maps'"
Event.alt -> is_pressed_alt: boolean, "'(read-only) True when the Alt/Option key is held'"
Event.ascii -> ascii: string, "'(read-only) Single ASCII character for this event'"
Event.ctrl -> is_pressed_ctrl: boolean, "'(read-only) True when the Ctrl key is held'"
@@ -940,14 +731,6 @@ Event.oskey -> is_pressed_cmd: boolean, "'(read-only) True when the Cmd ke
Event.shift -> is_pressed_shift: boolean, "'(read-only) True when the Shift key is held'"
Event.type -> type: enum, "'(read-only)'"
Event.value -> value: enum, "'(read-only) The type of event, only applies to some'"
-ExplodeModifier.alive -> show_alive: boolean "'Show mesh when particles are alive'"
-ExplodeModifier.dead -> show_dead: boolean "'Show mesh when particles are dead'"
-ExplodeModifier.protect -> protect: float "'Clean vertex group edges'"
-ExplodeModifier.size -> use_size: boolean "'Use particle size for the shrapnel'"
-ExplodeModifier.split_edges -> use_edge_split: boolean "'Split face edges for nicer shrapnel'"
-ExplodeModifier.unborn -> show_unborn: boolean "'Show mesh when particles are unborn'"
-ExplodeModifier.vertex_group -> vertex_group: string "'NO DESCRIPTION'"
-ExpressionController.expression -> expression: string "'NO DESCRIPTION'"
FCurve.array_index -> array_index: int "'Index to the specific property affected by F-Curve if applicable'"
FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean "'All auto-handles for F-Curve are clamped'"
FCurve.color -> color: float "'Color of the F-Curve in the Graph Editor'"
@@ -972,55 +755,46 @@ NEGATE * FModifier.disabled -> use: boolean, "'(read-only) F-Curve Modifie
FModifier.expanded -> show_expanded: boolean '"F-Curve Modifier\'s panel is expanded in UI"'
FModifier.mute -> mute: boolean "'F-Curve Modifier will not be evaluated'"
FModifier.type -> type: enum, "'(read-only) F-Curve Modifier Type'"
-FModifierCycles.after_cycles -> after_cycles: float "'Maximum number of cycles to allow after last keyframe. (0 = infinite)'"
-FModifierCycles.after_mode -> after_mode: enum "'Cycling mode to use after last keyframe'"
-FModifierCycles.before_cycles -> before_cycles: float "'Maximum number of cycles to allow before first keyframe. (0 = infinite)'"
-FModifierCycles.before_mode -> before_mode: enum "'Cycling mode to use before first keyframe'"
-FModifierEnvelope.control_points -> control_points: collection, "'(read-only) Control points defining the shape of the envelope'"
-FModifierEnvelope.default_maximum -> default_max: float "'Upper distance from Reference Value for 1:1 default influence'"
-FModifierEnvelope.default_minimum -> default_min: float "'Lower distance from Reference Value for 1:1 default influence'"
-FModifierEnvelope.reference_value -> reference_value: float '"Value that envelope\'s influence is centered around / based on"'
FModifierEnvelopeControlPoint.frame -> frame: float "'Frame this control-point occurs on'"
FModifierEnvelopeControlPoint.maximum -> max: float "'Upper bound of envelope at this control-point'"
FModifierEnvelopeControlPoint.minimum -> min: float "'Lower bound of envelope at this control-point'"
-FModifierFunctionGenerator.additive -> use_additive: boolean "'Values generated by this modifier are applied on top of the existing values instead of overwriting them'"
-FModifierFunctionGenerator.amplitude -> amplitude: float "'Scale factor determining the maximum/minimum values'"
-FModifierFunctionGenerator.function_type -> function_type: enum "'Type of built-in function to use'"
-FModifierFunctionGenerator.phase_multiplier -> phase_multiplier: float '"Scale factor determining the \'speed\' of the function"'
-FModifierFunctionGenerator.phase_offset -> phase_offset: float "'Constant factor to offset time by for function'"
-FModifierFunctionGenerator.value_offset -> value_offset: float "'Constant factor to offset values by'"
-FModifierGenerator.additive -> use_additive: boolean "'Values generated by this modifier are applied on top of the existing values instead of overwriting them'"
-FModifierGenerator.coefficients -> coefficients: float '"Coefficients for \'x\' (starting from lowest power of x^0)"'
-FModifierGenerator.mode -> mode: enum "'Type of generator to use'"
-FModifierGenerator.poly_order -> poly_order: int '"The highest power of \'x\' for this polynomial. (number of coefficients - 1)"'
-FModifierLimits.maximum_x -> max_x: float "'Highest X value to allow'"
-FModifierLimits.maximum_y -> max_y: float "'Highest Y value to allow'"
-FModifierLimits.minimum_x -> min_x: float "'Lowest X value to allow'"
-FModifierLimits.minimum_y -> min_y: float "'Lowest Y value to allow'"
-FModifierLimits.use_maximum_x -> use_max_x: boolean "'Use the maximum X value'"
-FModifierLimits.use_maximum_y -> use_max_y: boolean "'Use the maximum Y value'"
-FModifierLimits.use_minimum_x -> use_min_x: boolean "'Use the minimum X value'"
-FModifierLimits.use_minimum_y -> use_min_y: boolean "'Use the minimum Y value'"
-FModifierNoise.depth -> depth: int "'Amount of fine level detail present in the noise'"
-FModifierNoise.modification -> modification: enum "'Method of modifying the existing F-Curve'"
-FModifierNoise.phase -> phase: float "'A random seed for the noise effect'"
-FModifierNoise.size -> size: float "'Scaling (in time) of the noise'"
-FModifierNoise.strength -> strength: float "'Amplitude of the noise - the amount that it modifies the underlying curve'"
-FModifierStepped.frame_end -> frame_end: float '"Frame that modifier\'s influence ends (if applicable)"'
-FModifierStepped.frame_start -> frame_start: float '"Frame that modifier\'s influence starts (if applicable)"'
-FModifierStepped.offset -> offset: float '"Reference number of frames before frames get held. Use to get hold for \'1-3\' vs \'5-7\' holding patterns"'
-FModifierStepped.step_size -> step_size: float "'Number of frames to hold each value'"
-FModifierStepped.use_frame_end -> use_frame_end: boolean '"Restrict modifier to only act before its \'end\' frame"'
-FModifierStepped.use_frame_start -> use_frame_start: boolean '"Restrict modifier to only act after its \'start\' frame"'
-FcurveActuator.add -> use_add: boolean "'F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag'"
-FcurveActuator.child -> apply_to_children: boolean "'Update F-Curve on all children Objects as well'"
-FcurveActuator.force -> use_force: boolean "'Apply F-Curve as a global or local force depending on the local option (dynamic objects only)'"
-FcurveActuator.frame_end -> frame_end: int "'NO DESCRIPTION'"
-FcurveActuator.frame_property -> frame_property: string '"Assign the action\'s current frame number to this property"'
-FcurveActuator.frame_start -> frame_start: int "'NO DESCRIPTION'"
-FcurveActuator.local -> use_local: boolean "'Let the F-Curve act in local coordinates, used in Force and Add mode'"
-FcurveActuator.play_type -> play_type: enum "'Specify the way you want to play the animation'"
-FcurveActuator.property -> property: string "'Use this property to define the F-Curve position'"
+FModifier|FModifierCycles.after_cycles -> after_cycles: float "'Maximum number of cycles to allow after last keyframe. (0 = infinite)'"
+FModifier|FModifierCycles.after_mode -> after_mode: enum "'Cycling mode to use after last keyframe'"
+FModifier|FModifierCycles.before_cycles -> before_cycles: float "'Maximum number of cycles to allow before first keyframe. (0 = infinite)'"
+FModifier|FModifierCycles.before_mode -> before_mode: enum "'Cycling mode to use before first keyframe'"
+FModifier|FModifierEnvelope.control_points -> control_points: collection, "'(read-only) Control points defining the shape of the envelope'"
+FModifier|FModifierEnvelope.default_maximum -> default_max: float "'Upper distance from Reference Value for 1:1 default influence'"
+FModifier|FModifierEnvelope.default_minimum -> default_min: float "'Lower distance from Reference Value for 1:1 default influence'"
+FModifier|FModifierEnvelope.reference_value -> reference_value: float '"Value that envelope\'s influence is centered around / based on"'
+FModifier|FModifierFunctionGenerator.additive -> use_additive: boolean "'Values generated by this modifier are applied on top of the existing values instead of overwriting them'"
+FModifier|FModifierFunctionGenerator.amplitude -> amplitude: float "'Scale factor determining the maximum/minimum values'"
+FModifier|FModifierFunctionGenerator.function_type -> function_type: enum "'Type of built-in function to use'"
+FModifier|FModifierFunctionGenerator.phase_multiplier -> phase_multiplier: float '"Scale factor determining the \'speed\' of the function"'
+FModifier|FModifierFunctionGenerator.phase_offset -> phase_offset: float "'Constant factor to offset time by for function'"
+FModifier|FModifierFunctionGenerator.value_offset -> value_offset: float "'Constant factor to offset values by'"
+FModifier|FModifierGenerator.additive -> use_additive: boolean "'Values generated by this modifier are applied on top of the existing values instead of overwriting them'"
+FModifier|FModifierGenerator.coefficients -> coefficients: float '"Coefficients for \'x\' (starting from lowest power of x^0)"'
+FModifier|FModifierGenerator.mode -> mode: enum "'Type of generator to use'"
+FModifier|FModifierGenerator.poly_order -> poly_order: int '"The highest power of \'x\' for this polynomial. (number of coefficients - 1)"'
+FModifier|FModifierLimits.maximum_x -> max_x: float "'Highest X value to allow'"
+FModifier|FModifierLimits.maximum_y -> max_y: float "'Highest Y value to allow'"
+FModifier|FModifierLimits.minimum_x -> min_x: float "'Lowest X value to allow'"
+FModifier|FModifierLimits.minimum_y -> min_y: float "'Lowest Y value to allow'"
+FModifier|FModifierLimits.use_maximum_x -> use_max_x: boolean "'Use the maximum X value'"
+FModifier|FModifierLimits.use_maximum_y -> use_max_y: boolean "'Use the maximum Y value'"
+FModifier|FModifierLimits.use_minimum_x -> use_min_x: boolean "'Use the minimum X value'"
+FModifier|FModifierLimits.use_minimum_y -> use_min_y: boolean "'Use the minimum Y value'"
+FModifier|FModifierNoise.depth -> depth: int "'Amount of fine level detail present in the noise'"
+FModifier|FModifierNoise.modification -> modification: enum "'Method of modifying the existing F-Curve'"
+FModifier|FModifierNoise.phase -> phase: float "'A random seed for the noise effect'"
+FModifier|FModifierNoise.size -> size: float "'Scaling (in time) of the noise'"
+FModifier|FModifierNoise.strength -> strength: float "'Amplitude of the noise - the amount that it modifies the underlying curve'"
+FModifier|FModifierStepped.frame_end -> frame_end: float '"Frame that modifier\'s influence ends (if applicable)"'
+FModifier|FModifierStepped.frame_start -> frame_start: float '"Frame that modifier\'s influence starts (if applicable)"'
+FModifier|FModifierStepped.offset -> offset: float '"Reference number of frames before frames get held. Use to get hold for \'1-3\' vs \'5-7\' holding patterns"'
+FModifier|FModifierStepped.step_size -> step_size: float "'Number of frames to hold each value'"
+FModifier|FModifierStepped.use_frame_end -> use_frame_end: boolean '"Restrict modifier to only act before its \'end\' frame"'
+FModifier|FModifierStepped.use_frame_start -> use_frame_start: boolean '"Restrict modifier to only act after its \'start\' frame"'
FieldSettings.do_absorption -> use_absorption: boolean "'Force gets absorbed by collision objects'"
FieldSettings.do_location -> apply_to_location: boolean '"Effect particles\' location"'
FieldSettings.do_rotation -> apply_to_rotation: boolean '"Effect particles\' dynamic rotation"'
@@ -1082,40 +856,64 @@ FileSelectParams.filter_text -> use_filter_text: boolean "'Show text files'"
NEGATE * FileSelectParams.hide_dot -> show_hidden: boolean "'Hide hidden dot files'"
FileSelectParams.sort -> sort: enum "'NO DESCRIPTION'"
FileSelectParams.title -> title: string, "'(read-only) Title for the file browser'"
-Filter2DActuator.enable_motion_blur -> use_motion_blur: boolean "'Enable/Disable Motion Blur'"
-Filter2DActuator.filter_pass -> filter_pass: int "'Set filter order'"
-Filter2DActuator.glsl_shader -> glsl_shader: pointer "'NO DESCRIPTION'"
-Filter2DActuator.mode -> mode: enum "'NO DESCRIPTION'"
-Filter2DActuator.motion_blur_factor -> motion_blur_factor: float "'Set motion blur factor'"
-FloatProperty.array_length -> array_length: int, "'(read-only) Maximum length of the array, 0 means unlimited'"
-FloatProperty.default -> default: float, "'(read-only) Default value for this number'"
-FloatProperty.default_array -> default_array: float, "'(read-only) Default value for this array'"
-FloatProperty.hard_max -> hard_max: float, "'(read-only) Maximum value used by buttons'"
-FloatProperty.hard_min -> hard_min: float, "'(read-only) Minimum value used by buttons'"
-FloatProperty.precision -> precision: int, "'(read-only) Number of digits after the dot used by buttons'"
-FloatProperty.soft_max -> soft_max: float, "'(read-only) Maximum value used by buttons'"
-FloatProperty.soft_min -> soft_min: float, "'(read-only) Minimum value used by buttons'"
-FloatProperty.step -> step: float, "'(read-only) Step size used by number buttons, for floats 1/100th of the step size'"
-FloorConstraint.floor_location -> floor_location: enum "'Location of target that object will not pass through'"
-FloorConstraint.offset -> offset: float "'Offset of floor from object origin'"
-FloorConstraint.sticky -> use_sticky: boolean "'Immobilize object while constrained'"
-FloorConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
-FloorConstraint.target -> target: pointer "'Target Object'"
-FloorConstraint.use_rotation -> use_rotation: boolean '"Use the target\'s rotation to determine floor"'
-FluidFluidSettings.active -> use: boolean "'Object contributes to the fluid simulation'"
-FluidFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'"
-FluidFluidSettings.initial_velocity -> initial_velocity: float "'Initial velocity of fluid'"
-FluidFluidSettings.volume_initialization -> volume_initialization: enum "'Volume initialization type'"
FluidSettings.type -> type: enum "'Type of participation in the fluid simulation'"
-FluidSimulationModifier.settings -> settings: pointer, "'(read-only) Settings for how this object is used in the fluid simulation'"
-FollowPathConstraint.forward -> forward: enum "'Axis that points forward along the path'"
-FollowPathConstraint.offset -> offset: int "'Offset from the position corresponding to the time frame'"
-FollowPathConstraint.offset_factor -> offset_factor: float "'Percentage value defining target position along length of bone'"
-FollowPathConstraint.target -> target: pointer "'Target Object'"
-FollowPathConstraint.up -> up: enum "'Axis that points upward'"
-FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean "'Object will follow the heading and banking of the curve'"
-FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean "'Objects scale by the curve radius'"
-FollowPathConstraint.use_fixed_position -> use_fixed_location: boolean "'Object will stay locked to a single point somewhere along the length of the curve regardless of time'"
+FluidSettings|ControlFluidSettings.active -> use: boolean "'Object contributes to the fluid simulation'"
+FluidSettings|ControlFluidSettings.attraction_radius -> attraction_radius: float "'Specifies the force field radius around the control object'"
+FluidSettings|ControlFluidSettings.attraction_strength -> attraction_strength: float "'Force strength for directional attraction towards the control object'"
+FluidSettings|ControlFluidSettings.end_time -> end_time: float "'Specifies time when the control particles are deactivated'"
+FluidSettings|ControlFluidSettings.quality -> quality: float "'Specifies the quality which is used for object sampling. (higher = better but slower)'"
+FluidSettings|ControlFluidSettings.reverse_frames -> use_reverse_frames: boolean "'Reverse control object movement'"
+FluidSettings|ControlFluidSettings.start_time -> start_time: float "'Specifies time when the control particles are activated'"
+FluidSettings|ControlFluidSettings.velocity_radius -> velocity_radius: float "'Specifies the force field radius around the control object'"
+FluidSettings|ControlFluidSettings.velocity_strength -> velocity_strength: float '"Force strength of how much of the control object\'s velocity is influencing the fluid velocity"'
+FluidSettings|DomainFluidSettings.compressibility -> compressibility: float "'Allowed compressibility due to gravitational force for standing fluid. (directly affects simulation step size)'"
+FluidSettings|DomainFluidSettings.end_time -> end_time: float "'Simulation time of the last blender frame'"
+FluidSettings|DomainFluidSettings.generate_particles -> generate_particles: float "'Amount of particles to generate (0=off, 1=normal, >1=more)'"
+FluidSettings|DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean "'Generate speed vectors for vector blur'"
+FluidSettings|DomainFluidSettings.gravity -> gravity: float "'Gravity in X, Y and Z direction'"
+FluidSettings|DomainFluidSettings.grid_levels -> grid_levels: int "'Number of coarsened grids to use (-1 for automatic)'"
+FluidSettings|DomainFluidSettings.memory_estimate -> memory_estimate: string, "'(read-only) Estimated amount of memory needed for baking the domain'"
+FluidSettings|DomainFluidSettings.override_time -> use_time_override: boolean '"Use a custom start and end time (in seconds) instead of the scene\'s timeline"'
+FluidSettings|DomainFluidSettings.partial_slip_factor -> partial_slip_factor: float "'Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip'"
+FluidSettings|DomainFluidSettings.path -> path: string "'Directory (and/or filename prefix) to store baked fluid simulation files in'"
+FluidSettings|DomainFluidSettings.preview_resolution -> preview_resolution: int "'Preview resolution in X,Y and Z direction'"
+FluidSettings|DomainFluidSettings.real_world_size -> real_world_size: float "'Size of the simulation domain in metres'"
+FluidSettings|DomainFluidSettings.render_display_mode -> render_display_mode: enum "'How to display the mesh for rendering'"
+FluidSettings|DomainFluidSettings.resolution -> resolution: int "'Domain resolution in X,Y and Z direction'"
+FluidSettings|DomainFluidSettings.reverse_frames -> use_reverse_frames: boolean "'Reverse fluid frames'"
+FluidSettings|DomainFluidSettings.slip_type -> slip_type: enum "'NO DESCRIPTION'"
+FluidSettings|DomainFluidSettings.start_time -> start_time: float "'Simulation time of the first blender frame'"
+FluidSettings|DomainFluidSettings.surface_smoothing -> surface_smooth: float "'Amount of surface smoothing. A value of 0 is off, 1 is normal smoothing and more than 1 is extra smoothing'"
+FluidSettings|DomainFluidSettings.surface_subdivisions -> surface_subdivisions: int "'Number of isosurface subdivisions. This is necessary for the inclusion of particles into the surface generation. Warning - can lead to longer computation times!'"
+FluidSettings|DomainFluidSettings.tracer_particles -> tracer_particles: int "'Number of tracer particles to generate'"
+FluidSettings|DomainFluidSettings.viewport_display_mode -> viewport_display_mode: enum "'How to display the mesh in the viewport'"
+FluidSettings|DomainFluidSettings.viscosity_base -> viscosity_base: float "'Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)'"
+FluidSettings|DomainFluidSettings.viscosity_exponent -> viscosity_exponent: int "'Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6.)'"
+FluidSettings|DomainFluidSettings.viscosity_preset -> viscosity_preset: enum "'Set viscosity of the fluid to a preset value, or use manual input'"
+FluidSettings|FluidFluidSettings.active -> use: boolean "'Object contributes to the fluid simulation'"
+FluidSettings|FluidFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'"
+FluidSettings|FluidFluidSettings.initial_velocity -> initial_velocity: float "'Initial velocity of fluid'"
+FluidSettings|FluidFluidSettings.volume_initialization -> volume_initialization: enum "'Volume initialization type'"
+FluidSettings|InflowFluidSettings.active -> use: boolean "'Object contributes to the fluid simulation'"
+FluidSettings|InflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'"
+FluidSettings|InflowFluidSettings.inflow_velocity -> inflow_velocity: float "'Initial velocity of fluid'"
+FluidSettings|InflowFluidSettings.local_coordinates -> use_local_coordinates: boolean "'Use local coordinates for inflow. (e.g. for rotating objects)'"
+FluidSettings|InflowFluidSettings.volume_initialization -> volume_initialization: enum "'Volume initialization type'"
+FluidSettings|ObstacleFluidSettings.active -> use: boolean "'Object contributes to the fluid simulation'"
+FluidSettings|ObstacleFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'"
+FluidSettings|ObstacleFluidSettings.impact_factor -> impact_factor: float "'This is an unphysical value for moving objects - it controls the impact an obstacle has on the fluid, =0 behaves a bit like outflow (deleting fluid), =1 is default, while >1 results in high forces. Can be used to tweak total mass'"
+FluidSettings|ObstacleFluidSettings.partial_slip_factor -> partial_slip_factor: float "'Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip'"
+FluidSettings|ObstacleFluidSettings.slip_type -> slip_type: enum "'NO DESCRIPTION'"
+FluidSettings|ObstacleFluidSettings.volume_initialization -> volume_initialization: enum "'Volume initialization type'"
+FluidSettings|OutflowFluidSettings.active -> use: boolean "'Object contributes to the fluid simulation'"
+FluidSettings|OutflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'"
+FluidSettings|OutflowFluidSettings.volume_initialization -> volume_initialization: enum "'Volume initialization type'"
+FluidSettings|ParticleFluidSettings.alpha_influence -> alpha_influence: float "'Amount of particle alpha change, inverse of size influence: 0=off (all same alpha), 1=full. (large particles get lower alphas, smaller ones higher values)'"
+FluidSettings|ParticleFluidSettings.drops -> use_drops: boolean "'Show drop particles'"
+FluidSettings|ParticleFluidSettings.floats -> use_floats: boolean "'Show floating foam particles'"
+FluidSettings|ParticleFluidSettings.particle_influence -> particle_influence: float "'Amount of particle size scaling: 0=off (all same size), 1=full (range 0.2-2.0), >1=stronger'"
+FluidSettings|ParticleFluidSettings.path -> path: string "'Directory (and/or filename prefix) to store and load particles from'"
+FluidSettings|ParticleFluidSettings.tracer -> use_tracer: boolean "'Show tracer particles'"
Function.description -> description: string, '"(read-only) Description of the Function\'s purpose"'
Function.identifier -> identifier: string, "'(read-only) Unique name used in the code and scripting'"
Function.parameters -> parameters: collection, "'(read-only) Parameters for the function'"
@@ -1142,11 +940,6 @@ GPencilLayer.use_onion_skinning -> use_onion_skinning: boolean "'Ghost frames
GPencilStroke.points -> points: collection, "'(read-only) Stroke data points'"
GPencilStrokePoint.co -> co: float "'NO DESCRIPTION'"
GPencilStrokePoint.pressure -> pressure: float "'Pressure of tablet at point when drawing it'"
-GameActuator.filename -> filename: string '\'Load this blend file, use the "//" prefix for a path relative to the current blend file\''
-GameActuator.mode -> mode: enum "'NO DESCRIPTION'"
-GameBooleanProperty.value -> value: boolean "'Property value'"
-GameFloatProperty.value -> value: float "'Property value'"
-GameIntProperty.value -> value: int "'Property value'"
GameObjectSettings.actor -> use_actor: boolean "'Object is detected by the Near and Radar sensor'"
GameObjectSettings.actuators -> actuators: collection, "'(read-only) Game engine actuators to act on events'"
GameObjectSettings.all_states -> use_all_states: boolean "'Set all state bits'"
@@ -1190,6 +983,11 @@ GameObjectSettings.visible_state -> states_visible: boolean "'State determini
GameProperty.debug -> show_debug: boolean "'Print debug information for this property'"
GameProperty.name -> name: string '"Available as GameObject attributes in the game engine\'s python API"'
GameProperty.type -> type: enum "'NO DESCRIPTION'"
+GameProperty|GameBooleanProperty.value -> value: boolean "'Property value'"
+GameProperty|GameFloatProperty.value -> value: float "'Property value'"
+GameProperty|GameIntProperty.value -> value: int "'Property value'"
+GameProperty|GameStringProperty.value -> value: string "'Property value'"
+GameProperty|GameTimerProperty.value -> value: float "'Property value'"
GameSoftBodySettings.bending_const -> use_bending_constraints: boolean "'Enable bending constraints'"
GameSoftBodySettings.cluster_iterations -> cluster_iterations: int "'Specify the number of cluster iterations'"
GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean "'Enable cluster collision between soft and rigid body'"
@@ -1201,29 +999,10 @@ GameSoftBodySettings.position_iterations -> position_iterations: int "'Positi
GameSoftBodySettings.shape_match -> use_shape_match: boolean "'Enable soft body shape matching goal'"
GameSoftBodySettings.threshold -> threshold: float "'Shape matching threshold'"
GameSoftBodySettings.welding -> weld_threshold: float "'Welding threshold: distance between nearby vertices to be considered equal => set to 0.0 to disable welding test and speed up scene loading (ok if the mesh has no duplicates)'"
-GameStringProperty.value -> value: string "'Property value'"
-GameTimerProperty.value -> value: float "'Property value'"
-GlowSequence.blur_distance -> blur_distance: float "'Radius of glow effect'"
-GlowSequence.boost_factor -> boost_factor: float "'Brightness multiplier'"
-GlowSequence.clamp -> clamp: float "'rightness limit of intensity'"
-GlowSequence.only_boost -> use_only_boost: boolean "'Show the glow buffer only'"
-GlowSequence.quality -> quality: int "'Accuracy of the blur effect'"
-GlowSequence.threshold -> threshold: float "'Minimum intensity to trigger a glow'"
-GreasePencil.draw_mode -> draw_mode: enum "'NO DESCRIPTION'"
-GreasePencil.layers -> layers: collection, "'(read-only)'"
-GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean "'Only use the first and last parts of the stroke for snapping'"
-Group.dupli_offset -> dupli_offset: float "'Offset from the origin to use when instancing as DupliGroup'"
-Group.layer -> layers: boolean "'Layers visible when this groups is instanced as a dupli'"
-Group.objects -> objects: collection, "'(read-only) A collection of this groups objects'"
Header.bl_idname -> bl_idname: string "'NO DESCRIPTION'"
Header.bl_space_type -> bl_space_type: enum "'NO DESCRIPTION'"
Header.layout -> layout: pointer, "'(read-only)'"
Histogram.mode -> mode: enum "'Channels to display when drawing the histogram'"
-HookModifier.falloff -> falloff: float "'If not zero, the distance from the hook where influence ends'"
-HookModifier.force -> force: float "'Relative force of the hook'"
-HookModifier.object -> object: pointer "'Parent Object for hook, also recalculates and clears offset'"
-HookModifier.subtarget -> subtarget: string "'Name of Parent Bone for hook (if applicable), also recalculates and clears offset'"
-HookModifier.vertex_group -> vertex_group: string "'Vertex group name'"
ID.fake_user -> use_fake_user: boolean "'Saves this datablock even if it has no users'"
ID.library -> library: pointer, "'(read-only) Library file the datablock is linked from'"
ID.name -> name: string "'Unique datablock ID name'"
@@ -1239,98 +1018,919 @@ IDProperty.int -> int: int "'NO DESCRIPTION'"
IDProperty.int_array -> int_array: int "'NO DESCRIPTION'"
IDProperty.string -> string: string "'NO DESCRIPTION'"
IDPropertyGroup.name -> name: string "'Unique name used in the code and scripting'"
+IDPropertyGroup|NetRenderJob.name -> name: string "'NO DESCRIPTION'"
+IDPropertyGroup|NetRenderSettings.active_blacklisted_slave_index -> active_blacklisted_slave_index: int "'NO DESCRIPTION'"
+IDPropertyGroup|NetRenderSettings.active_job_index -> active_job_index: int "'NO DESCRIPTION'"
+IDPropertyGroup|NetRenderSettings.active_slave_index -> active_slave_index: int "'NO DESCRIPTION'"
+IDPropertyGroup|NetRenderSettings.chunks -> chunks: int "'Number of frame to dispatch to each slave in one chunk'"
+IDPropertyGroup|NetRenderSettings.job_category -> job_category: string "'Category of the job'"
+IDPropertyGroup|NetRenderSettings.job_id -> job_id: string "'id of the last sent render job'"
+IDPropertyGroup|NetRenderSettings.job_name -> job_name: string "'Name of the job'"
+IDPropertyGroup|NetRenderSettings.jobs -> jobs: collection, "'(read-only)'"
+IDPropertyGroup|NetRenderSettings.master_broadcast -> use_master_broadcast: boolean "'broadcast master server address on local network'"
+IDPropertyGroup|NetRenderSettings.master_clear -> use_master_clear: boolean "'delete saved files on exit'"
+IDPropertyGroup|NetRenderSettings.mode -> mode: enum "'Mode of operation of this instance'"
+IDPropertyGroup|NetRenderSettings.path -> path: string "'Path for temporary files'"
+IDPropertyGroup|NetRenderSettings.priority -> priority: int "'Priority of the job'"
+IDPropertyGroup|NetRenderSettings.server_address -> server_address: string "'IP or name of the master render server'"
+IDPropertyGroup|NetRenderSettings.server_port -> server_port: int "'port of the master render server'"
+IDPropertyGroup|NetRenderSettings.slave_clear -> use_slave_clear: boolean "'delete downloaded files on exit'"
+IDPropertyGroup|NetRenderSettings.slave_outputlog -> use_slave_output_log: boolean "'Output render text log to console as well as sending it to the master'"
+IDPropertyGroup|NetRenderSettings.slave_thumb -> use_slave_thumb: boolean "'Generate thumbnails on slaves instead of master'"
+IDPropertyGroup|NetRenderSettings.slaves -> slaves: collection, "'(read-only)'"
+IDPropertyGroup|NetRenderSettings.slaves_blacklist -> slaves_blacklist: collection, "'(read-only)'"
+IDPropertyGroup|NetRenderSlave.name -> name: string "'NO DESCRIPTION'"
+IDPropertyGroup|OperatorFileListElement.name -> name: string "'the name of a file or directory within a file list'"
+IDPropertyGroup|OperatorMousePath.loc -> loc: float "'Mouse location'"
+IDPropertyGroup|OperatorMousePath.time -> time: float "'Time of mouse location'"
+IDPropertyGroup|OperatorStrokeElement.location -> location: float "'NO DESCRIPTION'"
+IDPropertyGroup|OperatorStrokeElement.mouse -> mouse: float "'NO DESCRIPTION'"
+IDPropertyGroup|OperatorStrokeElement.pen_flip -> pen_flip: boolean "'NO DESCRIPTION'"
+IDPropertyGroup|OperatorStrokeElement.pressure -> pressure: float "'Tablet pressure'"
+IDPropertyGroup|OperatorStrokeElement.time -> time: float "'NO DESCRIPTION'"
+IDPropertyGroup|PoseTemplate.name -> name: string "'NO DESCRIPTION'"
+IDPropertyGroup|PoseTemplateSettings.active_template_index -> active_template_index: int "'NO DESCRIPTION'"
+IDPropertyGroup|PoseTemplateSettings.generate_def_rig -> use_generate_deform_rig: boolean "'Create a copy of the metarig, constrainted by the generated rig'"
+IDPropertyGroup|PoseTemplateSettings.templates -> templates: collection, "'(read-only)'"
++ * ID|Action.fcurves -> fcurves: collection, "'(read-only) The individual F-Curves that make up the Action'"
++ * ID|Action.groups -> groups: collection, "'(read-only) Convenient groupings of F-Curves'"
++ * ID|Action.pose_markers -> pose_markers: collection, "'(read-only) Markers specific to this Action, for labeling poses'"
++ * ID|Armature.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
++ * ID|Armature.auto_ik -> use_auto_ik: boolean "'Add temporaral IK constraints while grabbing bones in Pose Mode'"
++ * ID|Armature.bones -> bones: collection, "'(read-only)'"
++ * ID|Armature.deform_envelope -> use_deform_envelopes: boolean "'Enable Bone Envelopes when defining deform'"
++ * ID|Armature.deform_quaternion -> use_deform_preserve_volume: boolean "'Deform rotation interpolation with quaternions'"
++ * ID|Armature.deform_vertexgroups -> use_deform_vertex_groups: boolean "'Enable Vertex Groups when defining deform'"
++ * ID|Armature.delay_deform -> use_deform_delay: boolean '"Don\'t deform children when manipulating bones in Pose Mode"'
++ * ID|Armature.draw_axes -> show_axes: boolean "'Draw bone axes'"
++ * ID|Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean "'Draw bones with their custom shapes'"
++ * ID|Armature.draw_group_colors -> show_group_colors: boolean "'Draw bone group colors'"
++ * ID|Armature.draw_names -> show_names: boolean "'Draw bone names'"
++ * ID|Armature.drawtype -> draw_type: enum "'NO DESCRIPTION'"
++ * ID|Armature.edit_bones -> edit_bones: collection, "'(read-only)'"
++ * ID|Armature.ghost_frame_end -> ghost_frame_end: int '"End frame of range of Ghosts to display (not for \'Around Current Frame\' Onion-skinning method)"'
++ * ID|Armature.ghost_frame_start -> ghost_frame_start: int '"Starting frame of range of Ghosts to display (not for \'Around Current Frame\' Onion-skinning method)"'
++ * ID|Armature.ghost_only_selected -> show_only_ghost_selected: boolean "'NO DESCRIPTION'"
++ * ID|Armature.ghost_size -> ghost_size: int '"Frame step for Ghosts (not for \'On Keyframes\' Onion-skinning method)"'
++ * ID|Armature.ghost_step -> ghost_step: int '"Number of frame steps on either side of current frame to show as ghosts (only for \'Around Current Frame\' Onion-skinning method)"'
++ * ID|Armature.ghost_type -> ghost_type: enum "'Method of Onion-skinning for active Action'"
++ * ID|Armature.layer -> layers: boolean "'Armature layer visibility'"
++ * ID|Armature.layer_protection -> layers_protected: boolean "'Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo'"
++ * ID|Armature.pose_position -> pose_position: enum "'Show armature in binding pose or final posed state'"
++ * ID|Armature.x_axis_mirror -> use_mirror_x: boolean "'Apply changes to matching bone on opposite side of X-Axis'"
++ * ID|Brush.add_col -> cursor_color_add: float "'Color of cursor when adding'"
++ * ID|Brush.autosmooth_factor -> autosmooth_factor: float "'Amount of smoothing to automatically apply to each stroke'"
++ * ID|Brush.blend -> blend: enum "'Brush blending mode'"
++ * ID|Brush.clone_alpha -> clone_alpha: float "'Opacity of clone image display'"
++ * ID|Brush.clone_image -> clone_image: pointer "'Image for clone tool'"
++ * ID|Brush.clone_offset -> clone_offset: float "'NO DESCRIPTION'"
++ * ID|Brush.color -> color: float "'NO DESCRIPTION'"
++ * ID|Brush.crease_pinch_factor -> crease_pinch_factor: float "'How much the crease brush pinches'"
++ * ID|Brush.curve -> curve: pointer, "'(read-only) Editable falloff curve'"
++ * ID|Brush.direction -> direction: enum "'Mapping type to use for this image in the game engine'"
++ * ID|Brush.edge_to_edge -> use_edge_to_edge: boolean "'Drag anchor brush from edge-to-edge'"
++ * ID|Brush.icon_filepath -> icon_filepath: string "'File path to brush icon'"
++ * ID|Brush.imagepaint_tool -> imagepaint_tool: enum "'NO DESCRIPTION'"
++ * ID|Brush.jitter -> jitter: float "'Jitter the position of the brush while painting'"
++ * ID|Brush.normal_weight -> normal_weight: float "'How much grab will pull vertexes out of surface during a grab'"
++ * ID|Brush.plane_offset -> plane_offset: float "'Adjusts plane on which the brush acts towards or away from the object surface'"
++ * ID|Brush.plane_trim -> plane_trim: float "'If a vertex is further from offset plane than this then it is not affected'"
++ * ID|Brush.rate -> rate: float "'Interval between paints for Airbrush'"
++ * ID|Brush.restore_mesh -> use_restore_mesh: boolean "'Allows a single dot to be carefully positioned'"
++ * ID|Brush.sculpt_plane -> sculpt_plane: enum "'NO DESCRIPTION'"
++ * ID|Brush.sculpt_tool -> sculpt_tool: enum "'NO DESCRIPTION'"
++ * ID|Brush.size -> size: int "'Diameter of the brush'"
++ * ID|Brush.smooth_stroke_factor -> smooth_stroke_factor: float "'Higher values give a smoother stroke'"
++ * ID|Brush.smooth_stroke_radius -> smooth_stroke_radius: int "'Minimum distance from last point before stroke continues'"
++ * ID|Brush.spacing -> spacing: float "'Spacing between brush stamps'"
++ * ID|Brush.strength -> strength: float "'The amount of pressure on the brush'"
++ * ID|Brush.stroke_method -> stroke_method: enum "'NO DESCRIPTION'"
++ * ID|Brush.sub_col -> cursor_color_subtract: float "'Color of cursor when subtracting'"
++ * ID|Brush.texture -> texture: pointer "'NO DESCRIPTION'"
++ * ID|Brush.texture_angle_source -> texture_angle_source: enum "'NO DESCRIPTION'"
+ODD NAME CHANGE IT? * ID|Brush.texture_angle_source_no_random -> texture_angle_source_no_random: enum 'NO DESCRIPTION'
++ * ID|Brush.texture_overlay_alpha -> texture_overlay_alpha: int "'NO DESCRIPTION'"
++ * ID|Brush.texture_sample_bias -> texture_sample_bias: float "'Value added to texture samples'"
++ * ID|Brush.texture_slot -> texture_slot: pointer, "'(read-only)'"
++ * ID|Brush.unprojected_radius -> unprojected_radius: float "'Radius of brush in Blender units'"
++ * ID|Brush.use_accumulate -> use_accumulate: boolean "'Accumulate stroke dabs on top of each other'"
++ * ID|Brush.use_adaptive_space -> use_adaptive_space: boolean "'Space daubs according to surface orientation instead of screen space'"
++ * ID|Brush.use_airbrush -> use_airbrush: boolean "'Keep applying paint effect while holding mouse (spray)'"
++ * ID|Brush.use_alpha -> use_alpha: boolean "'When this is disabled, lock alpha while painting'"
++ * ID|Brush.use_anchor -> use_anchor: boolean "'Keep the brush anchored to the initial location'"
++ * ID|Brush.use_custom_icon -> use_custom_icon: boolean "'Set the brush icon from an image file'"
++ * ID|Brush.use_frontface -> use_frontface: boolean "'Brush only affects vertexes that face the viewer'"
++ * ID|Brush.use_inverse_smooth_pressure -> use_inverse_smooth_pressure: boolean "'Lighter pressure causes more smoothing to be applied'"
++ * ID|Brush.use_jitter_pressure -> use_pressure_jitter: boolean "'Enable tablet pressure sensitivity for jitter'"
++ * ID|Brush.use_locked_size -> use_locked_size: boolean "'When locked brush stays same size relative to object; when unlocked brush size is given in pixels'"
++ * ID|Brush.use_offset_pressure -> use_offset_pressure: boolean "'Enable tablet pressure sensitivity for offset'"
++ * ID|Brush.use_original_normal -> use_original_normal: boolean "'When locked keep using normal of surface where stroke was initiated'"
++ * ID|Brush.use_paint_sculpt -> use_paint_sculpt: boolean "'Use this brush in sculpt mode'"
++ * ID|Brush.use_paint_texture -> use_paint_texture: boolean "'Use this brush in texture paint mode'"
++ * ID|Brush.use_paint_vertex -> use_paint_vertex: boolean "'Use this brush in vertex paint mode'"
++ * ID|Brush.use_paint_weight -> use_paint_weight: boolean "'Use this brush in weight paint mode'"
++ * ID|Brush.use_persistent -> use_persistent: boolean "'Sculpts on a persistent layer of the mesh'"
++ * ID|Brush.use_plane_trim -> use_plane_trim: boolean "'Enable Plane Trim'"
++ * ID|Brush.use_rake -> use_rake: boolean "'Rotate the brush texture to match the stroke direction'"
++ * ID|Brush.use_random_rotation -> use_random_rotation: boolean "'Rotate the brush texture at random'"
++ * ID|Brush.use_size_pressure -> use_pressure_size: boolean "'Enable tablet pressure sensitivity for size'"
++ * ID|Brush.use_smooth_stroke -> use_smooth_stroke: boolean "'Brush lags behind mouse and follows a smoother path'"
++ * ID|Brush.use_space -> use_space: boolean "'Limit brush application to the distance specified by spacing'"
++ * ID|Brush.use_space_atten -> use_space_atten: boolean "'Automatically adjusts strength to give consistent results for different spacings'"
++ * ID|Brush.use_spacing_pressure -> use_pressure_spacing: boolean "'Enable tablet pressure sensitivity for spacing'"
++ * ID|Brush.use_strength_pressure -> use_pressure_strength: boolean "'Enable tablet pressure sensitivity for strength'"
++ * ID|Brush.use_texture_overlay -> use_texture_overlay: boolean "'Show texture in viewport'"
++ * ID|Brush.use_wrap -> use_wrap: boolean "'Enable torus wrapping while painting'"
++ * ID|Brush.vertexpaint_tool -> vertexpaint_tool: enum "'NO DESCRIPTION'"
++ * ID|Camera.angle -> angle: float "'Perspective Camera lens field of view in degrees'"
++ * ID|Camera.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
++ * ID|Camera.clip_end -> clip_end: float "'Camera far clipping distance'"
++ * ID|Camera.clip_start -> clip_start: float "'Camera near clipping distance'"
++ * ID|Camera.dof_distance -> dof_distance: float "'Distance to the focus point for depth of field'"
++ * ID|Camera.dof_object -> dof_object: pointer "'Use this object to define the depth of field focal point'"
++ * ID|Camera.draw_size -> draw_size: float "'Apparent size of the Camera object in the 3D View'"
++ * ID|Camera.lens -> lens: float "'Perspective Camera lens value in millimeters'"
++ * ID|Camera.lens_unit -> lens_unit: enum "'Unit to edit lens in for the user interface'"
++ * ID|Camera.ortho_scale -> ortho_scale: float "'Orthographic Camera scale (similar to zoom)'"
++ * ID|Camera.panorama -> use_panorama: boolean "'Render the scene with a cylindrical camera for pseudo-fisheye lens effects'"
++ * ID|Camera.passepartout_alpha -> passepartout_alpha: float "'Opacity (alpha) of the darkened overlay in Camera view'"
++ * ID|Camera.shift_x -> shift_x: float "'Perspective Camera horizontal shift'"
++ * ID|Camera.shift_y -> shift_y: float "'Perspective Camera vertical shift'"
++ * ID|Camera.show_limits -> show_limits: boolean "'Draw the clipping range and focus point on the camera'"
++ * ID|Camera.show_mist -> show_mist: boolean "'Draw a line from the Camera to indicate the mist area'"
++ * ID|Camera.show_name -> show_name: boolean '"Show the active Camera\'s name in Camera view"'
++ * ID|Camera.show_passepartout -> show_passepartout: boolean "'Show a darkened overlay outside the image area in Camera view'"
++ * ID|Camera.show_title_safe -> show_title_safe: boolean "'Show indicators for the title safe zone in Camera view'"
++ * ID|Camera.type -> type: enum "'Camera types'"
+ID|Curve.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
+ID|Curve.auto_texspace -> use_auto_texspace: boolean '"Adjusts active object\'s texture space automatically when transforming object"'
+ID|Curve.back -> use_fill_back: boolean "'Draw filled back for extruded/beveled curves'"
+ID|Curve.bevel_depth -> bevel_depth: float "'Bevel depth when not using a bevel object'"
+ID|Curve.bevel_object -> bevel_object: pointer "'Curve object name that defines the bevel shape'"
+ID|Curve.bevel_resolution -> bevel_resolution: int "'Bevel resolution when depth is non-zero and no specific bevel object has been defined'"
+ID|Curve.dimensions -> dimensions: enum "'Select 2D or 3D curve type'"
+ID|Curve.draw_handles -> show_handles: boolean "'Display bezier handles in editmode'"
+ID|Curve.draw_normals -> show_normals: boolean "'Display 3D curve normals in editmode'"
+ID|Curve.eval_time -> eval_time: float '"Parametric position along the length of the curve that Objects \'following\' it should be at. Position is evaluated by dividing by the \'Path Length\' value"'
+ID|Curve.extrude -> extrude: float "'Amount of curve extrusion when not using a bevel object'"
+ID|Curve.front -> use_fill_front: boolean "'Draw filled front for extruded/beveled curves'"
+ID|Curve.map_along_length -> use_map_along_length: boolean "'Generate texture mapping coordinates following the curve direction, rather than the local bounding box'"
+ID|Curve.materials -> materials: collection, "'(read-only)'"
+ID|Curve.path_length -> path_length: int '"The number of frames that are needed to traverse the path, defining the maximum value for the \'Evaluation Time\' setting"'
+ID|Curve.render_resolution_u -> render_resolution_u: int "'Surface resolution in U direction used while rendering. Zero skips this property'"
+ID|Curve.render_resolution_v -> render_resolution_v: int "'Surface resolution in V direction used while rendering. Zero skips this property'"
+ID|Curve.resolution_u -> resolution_u: int "'Surface resolution in U direction'"
+ID|Curve.resolution_v -> resolution_v: int "'Surface resolution in V direction'"
+ID|Curve.shape_keys -> shape_keys: pointer, "'(read-only)'"
+ID|Curve.splines -> splines: collection, "'(read-only) Collection of splines in this curve data object'"
+ID|Curve.taper_object -> taper_object: pointer "'Curve object name that defines the taper (width)'"
+ID|Curve.texspace_loc -> texspace_loc: float "'Texture space location'"
+ID|Curve.texspace_size -> texspace_size: float "'Texture space size'"
+ID|Curve.twist_mode -> twist_mode: enum "'The type of tilt calculation for 3D Curves'"
+ID|Curve.twist_smooth -> twist_smooth: float "'Smoothing iteration for tangents'"
+ID|Curve.use_deform_bounds -> use_deform_bounds: boolean "'Use the mesh bounds to clamp the deformation'"
+ID|Curve.use_deform_fill -> use_fill_deform: boolean "'Fill curve after applying deformation'"
+ID|Curve.use_path -> use_path: boolean "'Enable the curve to become a translation path'"
+ID|Curve.use_path_follow -> use_path_follow: boolean "'Make curve path children to rotate along the path'"
+ID|Curve.use_radius -> use_radius: boolean "'Option for paths: apply the curve radius with path following it and deforming'"
+ID|Curve.use_stretch -> use_stretch: boolean "'Option for curve-deform: makes deformed child to stretch along entire path'"
+ID|Curve.use_time_offset -> use_time_offset: boolean "'Children will use Time Offset value as path distance offset'"
+ID|Curve.width -> width: float "'Scale the original width (1.0) based on given factor'"
+ID|Curve|SurfaceCurve.map_along_length -> use_map_along_length: boolean "'Generate texture mapping coordinates following the curve direction, rather than the local bounding box'"
+ID|Curve|TextCurve.active_textbox -> active_textbox: int "'NO DESCRIPTION'"
+ID|Curve|TextCurve.body -> body: string "'contents of this text object'"
+ID|Curve|TextCurve.body_format -> body_format: collection, "'(read-only) Stores the style of each character'"
+ID|Curve|TextCurve.edit_format -> edit_format: pointer, "'(read-only) Editing settings character formatting'"
+ID|Curve|TextCurve.family -> family: string "'Use Blender Objects as font characters. Give font objects a common name followed by the character it represents, eg. familya, familyb etc, and turn on Verts Duplication'"
+ID|Curve|TextCurve.fast -> use_fast_editing: boolean '"Don\'t fill polygons while editing"'
+ID|Curve|TextCurve.font -> font: pointer "'NO DESCRIPTION'"
+ID|Curve|TextCurve.line_dist -> line_distance: float "'NO DESCRIPTION'"
+ID|Curve|TextCurve.map_along_length -> use_map_along_length: boolean "'Generate texture mapping coordinates following the curve direction, rather than the local bounding box'"
+ID|Curve|TextCurve.offset_x -> offset_x: float "'Horizontal offset from the object origin'"
+ID|Curve|TextCurve.offset_y -> offset_y: float "'Vertical offset from the object origin'"
+ID|Curve|TextCurve.shear -> shear: float "'Italic angle of the characters'"
+ID|Curve|TextCurve.small_caps_scale -> small_caps_scale: float "'Scale of small capitals'"
+ID|Curve|TextCurve.spacemode -> spacemode: enum "'Text align from the object center'"
+ID|Curve|TextCurve.spacing -> spacing: float "'NO DESCRIPTION'"
+ID|Curve|TextCurve.text_on_curve -> text_on_curve: pointer "'Curve deforming text object'"
+ID|Curve|TextCurve.text_size -> text_size: float "'NO DESCRIPTION'"
+ID|Curve|TextCurve.textboxes -> textboxes: collection, "'(read-only)'"
+ID|Curve|TextCurve.ul_height -> ul_height: float "'NO DESCRIPTION'"
+ID|Curve|TextCurve.ul_position -> ul_position: float "'Vertical position of underline'"
+ID|Curve|TextCurve.word_spacing -> word_spacing: float "'NO DESCRIPTION'"
+ID|GreasePencil.draw_mode -> draw_mode: enum "'NO DESCRIPTION'"
+ID|GreasePencil.layers -> layers: collection, "'(read-only)'"
+ID|GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean "'Only use the first and last parts of the stroke for snapping'"
+ID|Group.dupli_offset -> dupli_offset: float "'Offset from the origin to use when instancing as DupliGroup'"
+ID|Group.layer -> layers: boolean "'Layers visible when this groups is instanced as a dupli'"
+ID|Group.objects -> objects: collection, "'(read-only) A collection of this groups objects'"
+ID|Image.animated -> use_animation: boolean "'Use as animated texture in the game engine'"
+ID|Image.animation_end -> animation_end: int "'End frame of an animated texture'"
+ID|Image.animation_speed -> animation_speed: int "'Speed of the animation in frames per second'"
+ID|Image.animation_start -> animation_start: int "'Start frame of an animated texture'"
+ID|Image.bindcode -> bindcode: int, "'(read-only) OpenGL bindcode'"
+ID|Image.clamp_x -> use_clamp_x: boolean "'Disable texture repeating horizontally'"
+ID|Image.clamp_y -> use_clamp_y: boolean "'Disable texture repeating vertically'"
+ID|Image.depth -> depth: int, "'(read-only) Image bit depth'"
+ID|Image.dirty -> is_dirty: boolean, "'(read-only) Image has changed and is not saved'"
+ID|Image.display_aspect -> display_aspect: float "'Display Aspect for this image, does not affect rendering'"
+ID|Image.field_order -> field_order: enum "'Order of video fields. Select which lines are displayed first'"
+ID|Image.fields -> use_fields: boolean "'Use fields of the image'"
+ID|Image.file_format -> file_format: enum "'Format used for re-saving this file'"
+ID|Image.filepath -> filepath: string "'Image/Movie file name'"
+ID|Image.filepath_raw -> filepath_raw: string "'Image/Movie file name (without data refreshing)'"
+ID|Image.generated_height -> generated_height: int "'Generated image height'"
+ID|Image.generated_type -> generated_type: enum "'Generated image type'"
+ID|Image.generated_width -> generated_width: int "'Generated image width'"
+ID|Image.has_data -> has_data: boolean, "'(read-only) True if this image has data'"
+ID|Image.mapping -> mapping: enum "'Mapping type to use for this image in the game engine'"
+ID|Image.packed_file -> packed_file: pointer, "'(read-only)'"
+ID|Image.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'"
+ID|Image.size -> size: int, "'(read-only) Width and height in pixels, zero when image data cant be loaded'"
+ID|Image.source -> source: enum "'Where the image comes from'"
+ID|Image.tiles -> use_tiles: boolean "'Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)'"
+ID|Image.tiles_x -> tiles_x: int "'Degree of repetition in the X direction'"
+ID|Image.tiles_y -> tiles_y: int "'Degree of repetition in the Y direction'"
+ID|Image.type -> type: enum, "'(read-only) How to generate the image'"
+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)'"
+ID|Key.relative -> use_relative: boolean "'Makes shape keys relative'"
+ID|Key.slurph -> slurph: int "'Creates a delay in amount of frames in applying keypositions, first vertex goes first'"
+ID|Key.user -> user: pointer, "'(read-only) Datablock using these shape keys'"
+ID|Lamp.active_texture -> active_texture: pointer "'Active texture slot being displayed'"
+ID|Lamp.active_texture_index -> active_texture_index: int "'Index of active texture slot'"
+ID|Lamp.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
+ID|Lamp.color -> color: float "'Light color'"
+ID|Lamp.diffuse -> use_diffuse: boolean "'Lamp does diffuse shading'"
+ID|Lamp.distance -> distance: float "'Falloff distance - the light is at half the original intensity at this point'"
+ID|Lamp.energy -> energy: float "'Amount of light that the lamp emits'"
+ID|Lamp.layer -> use_own_layer: boolean "'Illuminates objects only on the same layer the lamp is on'"
+ID|Lamp.negative -> use_negative: boolean "'Lamp casts negative light'"
+ID|Lamp.specular -> use_specular: boolean "'Lamp creates specular highlights'"
+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|AreaLamp.dither -> use_dither: boolean "'Use 2x2 dithering for sampling (Constant Jittered sampling)'"
++ * ID|Lamp|AreaLamp.gamma -> gamma: float "'Light gamma correction value'"
++ * ID|Lamp|AreaLamp.jitter -> use_jitter: boolean "'Use noise for sampling (Constant Jittered sampling)'"
++ * ID|Lamp|AreaLamp.only_shadow -> use_only_shadow: boolean "'Causes light to cast shadows only without illuminating objects'"
++ * ID|Lamp|AreaLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "'Threshold for Adaptive Sampling (Raytraced shadows)'"
++ * ID|Lamp|AreaLamp.shadow_color -> shadow_color: float "'Color of shadows cast by the lamp'"
++ * ID|Lamp|AreaLamp.shadow_layer -> use_shadow_layer: boolean "'Causes only objects on the same layer to cast shadows'"
++ * ID|Lamp|AreaLamp.shadow_method -> shadow_method: enum "'Method to compute lamp shadow with'"
++ * ID|Lamp|AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x: int "'Amount of samples taken extra (samples x samples)'"
++ * ID|Lamp|AreaLamp.shadow_ray_samples_y -> shadow_ray_samples_y: int "'Amount of samples taken extra (samples x samples)'"
++ * ID|Lamp|AreaLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower'"
++ * ID|Lamp|AreaLamp.shadow_soft_size -> shadow_soft_size: float "'Light size for ray shadow sampling (Raytraced shadows)'"
++ * 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.umbra -> use_umbra: boolean "'Emphasize parts that are fully shadowed (Constant Jittered sampling)'"
+ID|Lamp|PointLamp.falloff_curve -> falloff_curve: pointer, "'(read-only) Custom Lamp Falloff Curve'"
+ID|Lamp|PointLamp.falloff_type -> falloff_type: enum "'Intensity Decay with distance'"
+ID|Lamp|PointLamp.linear_attenuation -> linear_attenuation: float "'Linear distance attenuation'"
+ID|Lamp|PointLamp.only_shadow -> use_only_shadow: boolean "'Causes light to cast shadows only without illuminating objects'"
+ID|Lamp|PointLamp.quadratic_attenuation -> quadratic_attenuation: float "'Quadratic distance attenuation'"
+ID|Lamp|PointLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "'Threshold for Adaptive Sampling (Raytraced shadows)'"
+ID|Lamp|PointLamp.shadow_color -> shadow_color: float "'Color of shadows cast by the lamp'"
+ID|Lamp|PointLamp.shadow_layer -> use_shadow_layer: boolean "'Causes only objects on the same layer to cast shadows'"
+ID|Lamp|PointLamp.shadow_method -> shadow_method: enum "'Method to compute lamp shadow with'"
+ID|Lamp|PointLamp.shadow_ray_samples -> shadow_ray_samples: int "'Amount of samples taken extra (samples x samples)'"
+ID|Lamp|PointLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower'"
+ID|Lamp|PointLamp.shadow_soft_size -> shadow_soft_size: float "'Light size for ray shadow sampling (Raytraced shadows)'"
+ID|Lamp|PointLamp.sphere -> use_sphere: boolean "'Sets light intensity to zero beyond lamp distance'"
+ID|Lamp|SpotLamp.auto_clip_end -> use_auto_clip_end: boolean "'Automatic calculation of clipping-end, based on visible vertices'"
+ID|Lamp|SpotLamp.auto_clip_start -> use_auto_clip_start: boolean "'Automatic calculation of clipping-start, based on visible vertices'"
+ID|Lamp|SpotLamp.compression_threshold -> compression_threshold: float "'Deep shadow map compression threshold'"
+ID|Lamp|SpotLamp.falloff_curve -> falloff_curve: pointer, "'(read-only) Custom Lamp Falloff Curve'"
+ID|Lamp|SpotLamp.falloff_type -> falloff_type: enum "'Intensity Decay with distance'"
+ID|Lamp|SpotLamp.halo -> use_halo: boolean "'Renders spotlight with a volumetric halo (Buffer Shadows)'"
+ID|Lamp|SpotLamp.halo_intensity -> halo_intensity: float '"Brightness of the spotlight\'s halo cone (Buffer Shadows)"'
+ID|Lamp|SpotLamp.halo_step -> halo_step: int "'Volumetric halo sampling frequency'"
+ID|Lamp|SpotLamp.linear_attenuation -> linear_attenuation: float "'Linear distance attenuation'"
+ID|Lamp|SpotLamp.only_shadow -> use_only_shadow: boolean "'Causes light to cast shadows only without illuminating objects'"
+ID|Lamp|SpotLamp.quadratic_attenuation -> quadratic_attenuation: float "'Quadratic distance attenuation'"
+ID|Lamp|SpotLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "'Threshold for Adaptive Sampling (Raytraced shadows)'"
+ID|Lamp|SpotLamp.shadow_buffer_bias -> shadow_buffer_bias: float "'Shadow buffer sampling bias'"
+ID|Lamp|SpotLamp.shadow_buffer_clip_end -> shadow_buffer_clip_end: float "'Shadow map clip end beyond which objects will not generate shadows'"
+ID|Lamp|SpotLamp.shadow_buffer_clip_start -> shadow_buffer_clip_start: float "'Shadow map clip start: objects closer will not generate shadows'"
+ID|Lamp|SpotLamp.shadow_buffer_samples -> shadow_buffer_samples: int "'Number of shadow buffer samples'"
+ID|Lamp|SpotLamp.shadow_buffer_size -> shadow_buffer_size: int "'Resolution of the shadow buffer, higher values give crisper shadows but use more memory'"
+ID|Lamp|SpotLamp.shadow_buffer_soft -> shadow_buffer_soft: float "'Size of shadow buffer sampling area'"
+ID|Lamp|SpotLamp.shadow_buffer_type -> shadow_buffer_type: enum "'Type of shadow buffer'"
+ID|Lamp|SpotLamp.shadow_color -> shadow_color: float "'Color of shadows cast by the lamp'"
+ID|Lamp|SpotLamp.shadow_filter_type -> shadow_filter_type: enum "'Type of shadow filter (Buffer Shadows)'"
+ID|Lamp|SpotLamp.shadow_layer -> use_shadow_layer: boolean "'Causes only objects on the same layer to cast shadows'"
+ID|Lamp|SpotLamp.shadow_method -> shadow_method: enum "'Method to compute lamp shadow with'"
+ID|Lamp|SpotLamp.shadow_ray_samples -> shadow_ray_samples: int "'Amount of samples taken extra (samples x samples)'"
+ID|Lamp|SpotLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower'"
+ID|Lamp|SpotLamp.shadow_sample_buffers -> shadow_sample_buffers: enum "'Number of shadow buffers to render for better AA, this increases memory usage'"
+ID|Lamp|SpotLamp.shadow_soft_size -> shadow_soft_size: float "'Light size for ray shadow sampling (Raytraced shadows)'"
+ID|Lamp|SpotLamp.show_cone -> show_cone: boolean "'Draw transparent cone in 3D view to visualize which objects are contained in it'"
+ID|Lamp|SpotLamp.sphere -> use_sphere: boolean "'Sets light intensity to zero beyond lamp distance'"
+ID|Lamp|SpotLamp.spot_blend -> spot_blend: float "'The softness of the spotlight edge'"
+ID|Lamp|SpotLamp.spot_size -> spot_size: float "'Angle of the spotlight beam in degrees'"
+ID|Lamp|SpotLamp.square -> use_square: boolean "'Casts a square spot light shape'"
+ID|Lamp|SunLamp.only_shadow -> use_only_shadow: boolean "'Causes light to cast shadows only without illuminating objects'"
+ID|Lamp|SunLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "'Threshold for Adaptive Sampling (Raytraced shadows)'"
+ID|Lamp|SunLamp.shadow_color -> shadow_color: float "'Color of shadows cast by the lamp'"
+ID|Lamp|SunLamp.shadow_layer -> use_shadow_layer: boolean "'Causes only objects on the same layer to cast shadows'"
+ID|Lamp|SunLamp.shadow_method -> shadow_method: enum "'Method to compute lamp shadow with'"
+ID|Lamp|SunLamp.shadow_ray_samples -> shadow_ray_samples: int "'Amount of samples taken extra (samples x samples)'"
+ID|Lamp|SunLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum "'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower'"
+ID|Lamp|SunLamp.shadow_soft_size -> shadow_soft_size: float "'Light size for ray shadow sampling (Raytraced shadows)'"
+ID|Lamp|SunLamp.sky -> sky: pointer, "'(read-only) Sky related settings for sun lamps'"
+ID|Lattice.interpolation_type_u -> interpolation_type_u: enum "'NO DESCRIPTION'"
+ID|Lattice.interpolation_type_v -> interpolation_type_v: enum "'NO DESCRIPTION'"
+ID|Lattice.interpolation_type_w -> interpolation_type_w: enum "'NO DESCRIPTION'"
+ID|Lattice.outside -> use_outside: boolean "'Only draw, and take into account, the outer vertices'"
+ID|Lattice.points -> points: collection, "'(read-only) Points of the lattice'"
+ID|Lattice.points_u -> points_u: int "'Points in U direction'"
+ID|Lattice.points_v -> points_v: int "'Points in V direction'"
+ID|Lattice.points_w -> points_w: int "'Points in W direction'"
+ID|Lattice.shape_keys -> shape_keys: pointer, "'(read-only)'"
+ID|Lattice.vertex_group -> vertex_group: string "'Vertex group to apply the influence of the lattice'"
+ID|Library.filepath -> filepath: string "'Path to the library .blend file'"
+ID|Library.parent -> parent: pointer, "'(read-only)'"
+ID|Material.active_node_material -> active_node_material: pointer "'Active node material'"
+ID|Material.active_texture -> active_texture: pointer "'Active texture slot being displayed'"
+ID|Material.active_texture_index -> active_texture_index: int "'Index of active texture slot'"
+ID|Material.alpha -> alpha: float "'Alpha transparency of the material'"
+ID|Material.ambient -> ambient: float "'Amount of global ambient color the material receives'"
+ID|Material.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
+ID|Material.cast_approximate -> use_cast_approximate: boolean "'Allow this material to cast shadows when using approximate ambient occlusion.'"
+ID|Material.cast_buffer_shadows -> use_cast_buffer_shadows: boolean "'Allow this material to cast shadows from shadow buffer lamps'"
+ID|Material.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.darkness -> darkness: float "'Minnaert darkness'"
+ID|Material.diffuse_color -> diffuse_color: float "'NO DESCRIPTION'"
+ID|Material.diffuse_fresnel -> diffuse_fresnel: float "'Power of Fresnel'"
+ID|Material.diffuse_fresnel_factor -> diffuse_fresnel_factor: float "'Blending factor of Fresnel'"
+ID|Material.diffuse_intensity -> diffuse_intensity: float "'Amount of diffuse reflection'"
+ID|Material.diffuse_ramp -> diffuse_ramp: pointer, "'(read-only) Color ramp used to affect diffuse shading'"
+ID|Material.diffuse_ramp_blend -> diffuse_ramp_blend: enum "'NO DESCRIPTION'"
+ID|Material.diffuse_ramp_factor -> diffuse_ramp_factor: float "'Blending factor (also uses alpha in Colorband)'"
+ID|Material.diffuse_ramp_input -> diffuse_ramp_input: enum "'NO DESCRIPTION'"
+ID|Material.diffuse_shader -> diffuse_shader: enum "'NO DESCRIPTION'"
+ID|Material.diffuse_toon_size -> diffuse_toon_size: float "'Size of diffuse toon area'"
+ID|Material.diffuse_toon_smooth -> diffuse_toon_smooth: float "'Smoothness of diffuse toon area'"
+ID|Material.emit -> emit: float "'Amount of light to emit'"
+NEGATE * ID|Material.exclude_mist -> use_mist: boolean "'Excludes this material from mist effects (in world settings)'"
+ID|Material.face_texture -> use_face_texture: boolean '"Replaces the object\'s base color with color from face assigned image textures"'
+ID|Material.face_texture_alpha -> use_face_texture_alpha: boolean '"Replaces the object\'s base alpha value with alpha from face assigned image textures"'
+ID|Material.full_oversampling -> use_full_oversampling: boolean "'Force this material to render full shading/textures for all anti-aliasing samples'"
+ID|Material.halo -> halo: pointer, "'(read-only) Halo settings for the material'"
+ID|Material.invert_z -> invert_z: boolean '"Renders material\'s faces with an inverted Z buffer (scanline only)"'
+ID|Material.light_group -> light_group: pointer "'Limit lighting to lamps in this Group'"
+ID|Material.light_group_exclusive -> use_light_group_exclusive: boolean "'Material uses the light group exclusively - these lamps are excluded from other scene lighting'"
+ID|Material.mirror_color -> mirror_color: float "'Mirror color of the material'"
+ID|Material.node_tree -> node_tree: pointer, "'(read-only) Node tree for node based materials'"
+ID|Material.object_color -> use_object_color: boolean "'Modulate the result with a per-object color'"
+ID|Material.only_shadow -> use_only_shadow: boolean '"Renders shadows as the material\'s alpha value, making materials transparent except for shadowed areas"'
+ID|Material.physics -> physics: pointer, "'(read-only) Game physics settings'"
+ID|Material.preview_render_type -> preview_render_type: enum "'Type of preview render'"
+ID|Material.ray_shadow_bias -> use_ray_shadow_bias: boolean "'Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)'"
+ID|Material.raytrace_mirror -> raytrace_mirror: pointer, "'(read-only) Raytraced reflection settings for the material'"
+ID|Material.raytrace_transparency -> raytrace_transparency: pointer, "'(read-only) Raytraced transparency settings for the material'"
+ID|Material.receive_transparent_shadows -> use_transparent_shadows: boolean "'Allow this object to receive transparent shadows casted through other objects'"
+ID|Material.roughness -> rough: float "'Oren-Nayar Roughness'"
+ID|Material.shadeless -> use_shadeless: boolean "'Makes this material insensitive to light or shadow'"
+ID|Material.shadow_buffer_bias -> shadow_buffer_bias: float "'Factor to multiply shadow buffer bias with (0 is ignore.)'"
+ID|Material.shadow_casting_alpha -> shadow_cast_alpha: float "'Shadow casting alpha, in use for Irregular and Deep shadow buffer'"
+ID|Material.shadow_ray_bias -> shadow_ray_bias: float "'Shadow raytracing bias to prevent terminator problems on shadow boundary'"
+ID|Material.shadows -> use_shadows: boolean "'Allows this material to receive shadows'"
+ID|Material.specular_alpha -> specular_alpha: float "'Alpha transparency for specular areas'"
+ID|Material.specular_color -> specular_color: float "'Specular color of the material'"
+ID|Material.specular_hardness -> specular_hard: int "'NO DESCRIPTION'"
+ID|Material.specular_intensity -> specular_intensity: float "'NO DESCRIPTION'"
+ID|Material.specular_ior -> specular_ior: float "'NO DESCRIPTION'"
+ID|Material.specular_ramp -> specular_ramp: pointer, "'(read-only) Color ramp used to affect specular shading'"
+ID|Material.specular_ramp_blend -> specular_ramp_blend: enum "'NO DESCRIPTION'"
+ID|Material.specular_ramp_factor -> specular_ramp_factor: float "'Blending factor (also uses alpha in Colorband)'"
+ID|Material.specular_ramp_input -> specular_ramp_input: enum "'NO DESCRIPTION'"
+ID|Material.specular_shader -> specular_shader: enum "'NO DESCRIPTION'"
+ID|Material.specular_slope -> specular_slope: float "'The standard deviation of surface slope'"
+ID|Material.specular_toon_size -> specular_toon_size: float "'Size of specular toon area'"
+ID|Material.specular_toon_smooth -> specular_toon_smooth: float "'Smoothness of specular toon area'"
+ID|Material.strand -> strand: pointer, "'(read-only) Strand settings for the material'"
+ID|Material.subsurface_scattering -> subsurface_scattering: pointer, "'(read-only) Subsurface scattering settings for the material'"
+ID|Material.tangent_shading -> use_tangent_shading: boolean '"Use the material\'s tangent vector instead of the normal for shading - for anisotropic shading effects"'
+ID|Material.texture_slots -> texture_slots: collection, "'(read-only) Texture slots defining the mapping and influence of textures'"
+ID|Material.traceable -> use_traceable: boolean "'Include this material and geometry that uses it in ray tracing calculations'"
+ID|Material.translucency -> translucency: float "'Amount of diffuse shading on the back side'"
+ID|Material.transparency -> use_transparency: boolean "'Render material as transparent'"
+ID|Material.transparency_method -> transparency_method: enum "'Method to use for rendering transparency'"
+ID|Material.type -> type: enum "'Material type defining how the object is rendered'"
+ID|Material.use_diffuse_ramp -> use_diffuse_ramp: boolean "'Toggle diffuse ramp operations'"
+ID|Material.use_nodes -> use_nodes: boolean "'Use shader nodes to render the material'"
+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_textures -> use_textures: boolean "'Enable/Disable each texture'"
+ID|Material.vertex_color_light -> use_vertex_color_light: boolean "'Add vertex colors as additional lighting'"
+ID|Material.vertex_color_paint -> use_vertex_color_paint: boolean '"Replaces object base color with vertex colors (multiplies with \'texture face\' face assigned textures)"'
+ID|Material.volume -> volume: pointer, "'(read-only) Volume settings for the material'"
+ID|Material.z_offset -> z_offset: float "'Gives faces an artificial offset in the Z buffer for Z transparency'"
+ID|Mesh.active_uv_texture -> active_uv_texture: pointer "'Active UV texture'"
+ID|Mesh.active_uv_texture_index -> active_uv_texture_index: int "'Active UV texture index'"
+ID|Mesh.active_vertex_color -> active_vertex_color: pointer "'Active vertex color layer'"
+ID|Mesh.active_vertex_color_index -> active_vertex_color_index: int "'Active vertex color index'"
+ID|Mesh.all_edges -> show_all_edges: boolean "'Displays all edges for wireframe in all view modes in the 3D view'"
+ID|Mesh.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
+ID|Mesh.auto_texspace -> use_auto_texspace: boolean '"Adjusts active object\'s texture space automatically when transforming object"'
+ID|Mesh.autosmooth -> use_autosmooth: boolean '"Treats all set-smoothed faces with angles less than the specified angle as \'smooth\' during render"'
+ID|Mesh.autosmooth_angle -> autosmooth_angle: int '"Defines maximum angle between face normals that \'Auto Smooth\' will operate on"'
+ID|Mesh.double_sided -> show_double_sided: boolean "'Render/display the mesh with double or single sided lighting'"
+ID|Mesh.draw_bevel_weights -> show_bevel_weights: boolean "'Displays weights created for the Bevel modifier'"
+ID|Mesh.draw_creases -> show_creases: boolean "'Displays creases created for subsurf weighting'"
+ID|Mesh.draw_edge_angle -> show_edge_angle: boolean "'Displays the angles in the selected edges in degrees'"
+ID|Mesh.draw_edge_length -> show_edge_length: boolean "'Displays selected edge lengths, Using global values when set in the transform panel'"
+ID|Mesh.draw_edges -> show_edges: boolean "'Displays selected edges using highlights in the 3D view and UV editor'"
+ID|Mesh.draw_face_area -> show_face_area: boolean "'Displays the area of selected faces'"
+ID|Mesh.draw_faces -> show_faces: boolean "'Displays all faces as shades in the 3D view and UV editor'"
+ID|Mesh.draw_normals -> show_normals: boolean "'Displays face normals as lines'"
+ID|Mesh.draw_seams -> show_seams: boolean "'Displays UV unwrapping seams'"
+ID|Mesh.draw_sharp -> show_sharp: boolean "'Displays sharp edges, used with the EdgeSplit modifier'"
+ID|Mesh.draw_vertex_normals -> show_vertex_normals: boolean "'Displays vertex normals as lines'"
+ID|Mesh.edges -> edges: collection, "'(read-only) Edges of the mesh'"
+ID|Mesh.faces -> faces: collection, "'(read-only) Faces of the mesh'"
+ID|Mesh.float_layers -> float_layers: collection, "'(read-only)'"
+ID|Mesh.int_layers -> int_layers: collection, "'(read-only)'"
+ID|Mesh.materials -> materials: collection, "'(read-only)'"
+ID|Mesh.shape_keys -> shape_keys: pointer, "'(read-only)'"
+ID|Mesh.sticky -> sticky: collection, "'(read-only) Sticky texture coordinates'"
+ID|Mesh.string_layers -> string_layers: collection, "'(read-only)'"
+ID|Mesh.texco_mesh -> texco_mesh: pointer "'Derive texture coordinates from another mesh'"
+ID|Mesh.texspace_loc -> texspace_loc: float "'Texture space location'"
+ID|Mesh.texspace_size -> texspace_size: float "'Texture space size'"
+ID|Mesh.texture_mesh -> texture_mesh: pointer "'Use another mesh for texture indices (vertex indices must be aligned)'"
+ID|Mesh.total_edge_sel -> total_edge_sel: int, "'(read-only) Selected edge count in editmode'"
+ID|Mesh.total_face_sel -> total_face_sel: int, "'(read-only) Selected face count in editmode'"
+ID|Mesh.total_vert_sel -> total_vert_sel: int, "'(read-only) Selected vertex count in editmode'"
+ID|Mesh.use_mirror_topology -> use_mirror_topology: boolean "'Use topology based mirroring'"
+ID|Mesh.use_mirror_x -> use_mirror_x: boolean "'X Axis mirror editing'"
+ID|Mesh.use_paint_mask -> use_paint_mask: boolean "'Face selection masking for painting'"
+ID|Mesh.uv_texture_clone -> uv_texture_clone: pointer "'UV texture to be used as cloning source'"
+ID|Mesh.uv_texture_clone_index -> uv_texture_clone_index: int "'Clone UV texture index'"
+ID|Mesh.uv_texture_stencil -> uv_texture_stencil: pointer "'UV texture to mask the painted area'"
+ID|Mesh.uv_texture_stencil_index -> uv_texture_stencil_index: int "'Mask UV texture index'"
+ID|Mesh.uv_textures -> uv_textures: collection, "'(read-only)'"
+ID|Mesh.vertex_colors -> vertex_colors: collection, "'(read-only)'"
+ID|Mesh.verts -> verts: collection, "'(read-only) Vertices of the mesh'"
+ID|MetaBall.active_element -> active_element: pointer, "'(read-only) Last selected element'"
+ID|MetaBall.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
+ID|MetaBall.auto_texspace -> use_auto_texspace: boolean '"Adjusts active object\'s texture space automatically when transforming object"'
+ID|MetaBall.elements -> elements: collection, "'(read-only) Meta elements'"
+ID|MetaBall.flag -> flag: enum "'Metaball edit update behavior'"
+ID|MetaBall.materials -> materials: collection, "'(read-only)'"
+ID|MetaBall.render_size -> render_size: float "'Polygonization resolution in rendering'"
+ID|MetaBall.texspace_loc -> texspace_loc: float "'Texture space location'"
+ID|MetaBall.texspace_size -> texspace_size: float "'Texture space size'"
+ID|MetaBall.threshold -> threshold: float "'Influence of meta elements'"
+ID|MetaBall.wire_size -> wire_size: float "'Polygonization resolution in the 3D viewport'"
+ID|NodeTree.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
+ID|NodeTree.grease_pencil -> grease_pencil: pointer "'Grease Pencil datablock'"
+ID|NodeTree.nodes -> nodes: collection, "'(read-only)'"
+ID|Object.active_material -> active_material: pointer "'Active material being displayed'"
+ID|Object.active_material_index -> active_material_index: int "'Index of active material slot'"
+ID|Object.active_particle_system -> active_particle_system: pointer, "'(read-only) Active particle system being displayed'"
+ID|Object.active_particle_system_index -> active_particle_system_index: int "'Index of active particle system slot'"
+ID|Object.active_shape_key -> active_shape_key: pointer, "'(read-only) Current shape key'"
+ID|Object.active_shape_key_index -> active_shape_key_index: int "'Current shape key index'"
+ID|Object.active_vertex_group -> active_vertex_group: pointer, "'(read-only) Vertex groups of the object'"
+ID|Object.active_vertex_group_index -> active_vertex_group_index: int "'Active index in vertex group array'"
+ID|Object.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
+ID|Object.animation_visualisation -> animation_visualisation: pointer, "'(read-only) Animation data for this datablock'"
+ID|Object.bound_box -> bound_box: float, "'(read-only) Objects bound box in object-space coordinates'"
+ID|Object.collision -> collision: pointer, "'(read-only) Settings for using the objects as a collider in physics simulation'"
+ID|Object.color -> color: float "'Object color and alpha, used when faces have the ObColor mode enabled'"
+ID|Object.constraints -> constraints: collection, "'(read-only) Constraints affecting the transformation of the object'"
+ID|Object.data -> data: pointer "'Object data'"
+ID|Object.delta_location -> delta_location: float "'Extra translation added to the location of the object'"
+ID|Object.delta_rotation_euler -> delta_rotation_euler: float "'Extra rotation added to the rotation of the object (when using Euler rotations)'"
+ID|Object.delta_rotation_quaternion -> delta_rotation_quaternion: float "'Extra rotation added to the rotation of the object (when using Quaternion rotations)'"
+ID|Object.delta_scale -> delta_scale: float "'Extra scaling added to the scale of the object'"
+ID|Object.dimensions -> dimensions: float "'Absolute bounding box dimensions of the object'"
+ID|Object.draw_axis -> show_axis: boolean '"Displays the object\'s origin and axis"'
+ID|Object.draw_bounds -> show_bounds: boolean '"Displays the object\'s bounds"'
+ID|Object.draw_bounds_type -> draw_bounds_type: enum "'Object boundary display type'"
+ID|Object.draw_name -> show_name: boolean '"Displays the object\'s name"'
+ID|Object.draw_texture_space -> show_texture_space: boolean '"Displays the object\'s texture space"'
+ID|Object.draw_transparent -> show_transparent: boolean "'Enables transparent materials for the object (Mesh only)'"
+ID|Object.draw_wire -> show_wire: boolean '"Adds the object\'s wireframe over solid drawing"'
+ID|Object.dupli_faces_scale -> dupli_faces_scale: float "'Scale the DupliFace objects'"
+ID|Object.dupli_frames_end -> dupli_frames_end: int "'End frame for DupliFrames'"
+ID|Object.dupli_frames_off -> dupli_frames_off: int "'Recurring frames to exclude from the Dupliframes'"
+ID|Object.dupli_frames_on -> dupli_frames_on: int "'Number of frames to use between DupOff frames'"
+ID|Object.dupli_frames_start -> dupli_frames_start: int "'Start frame for DupliFrames'"
+ID|Object.dupli_group -> dupli_group: pointer "'Instance an existing group'"
+ID|Object.dupli_list -> dupli_list: collection, "'(read-only) Object duplis'"
+ID|Object.dupli_type -> dupli_type: enum "'If not None, object duplication method to use'"
+ID|Object.duplis_used -> is_duplicator: boolean, "'(read-only)'"
+ID|Object.empty_draw_size -> empty_draw_size: float "'Size of display for empties in the viewport'"
+ID|Object.empty_draw_type -> empty_draw_type: enum "'Viewport display style for empties'"
+ID|Object.field -> field: pointer, "'(read-only) Settings for using the objects as a field in physics simulation'"
+ID|Object.game -> game: pointer, "'(read-only) Game engine related settings for the object'"
+ID|Object.grease_pencil -> grease_pencil: pointer "'Grease Pencil datablock'"
+ID|Object.hide -> hide: boolean "'Restrict visibility in the viewport'"
+ID|Object.hide_render -> hide_render: boolean "'Restrict renderability'"
+ID|Object.hide_select -> hide_select: boolean "'Restrict selection in the viewport'"
+ID|Object.layers -> layers: boolean "'Layers the object is on'"
+ID|Object.location -> location: float "'Location of the object'"
+ID|Object.lock_location -> lock_location: boolean "'Lock editing of location in the interface'"
+ID|Object.lock_rotation -> lock_rotation: boolean "'Lock editing of rotation in the interface'"
+ID|Object.lock_rotation_w -> lock_rotation_w: boolean '"Lock editing of \'angle\' component of four-component rotations in the interface"'
+ID|Object.lock_rotations_4d -> lock_rotations_4d: boolean "'Lock editing of four component rotations by components (instead of as Eulers)'"
+ID|Object.lock_scale -> lock_scale: boolean "'Lock editing of scale in the interface'"
+ID|Object.material_slots -> material_slots: collection, "'(read-only) Material slots in the object'"
+ID|Object.matrix_local -> matrix_local: float "'Parent relative transformation matrix'"
+ID|Object.matrix_world -> matrix_world: float "'Worldspace transformation matrix'"
+ID|Object.max_draw_type -> draw_type: enum "'Maximum draw type to display object with in viewport'"
+ID|Object.mode -> mode: enum, "'(read-only) Object interaction mode'"
+ID|Object.modifiers -> modifiers: collection, "'(read-only) Modifiers affecting the geometric data of the object'"
+ID|Object.motion_path -> motion_path: pointer, "'(read-only) Motion Path for this element'"
+ID|Object.parent -> parent: pointer "'Parent Object'"
+ID|Object.parent_bone -> parent_bone: string "'Name of parent bone in case of a bone parenting relation'"
+ID|Object.parent_type -> parent_type: enum "'Type of parent relation'"
+ID|Object.parent_vertices -> parent_vertices: int, "'(read-only) Indices of vertices in cases of a vertex parenting relation'"
+ID|Object.particle_systems -> particle_systems: collection, "'(read-only) Particle systems emitted from the object'"
+ID|Object.pass_index -> pass_index: int "'Index # for the IndexOB render pass'"
+ID|Object.pose -> pose: pointer, "'(read-only) Current pose for armatures'"
+ID|Object.pose_library -> pose_library: pointer, "'(read-only) Action used as a pose library for armatures'"
+ID|Object.proxy -> proxy: pointer, "'(read-only) Library object this proxy object controls'"
+ID|Object.proxy_group -> proxy_group: pointer, "'(read-only) Library group duplicator object this proxy object controls'"
+ID|Object.rotation_axis_angle -> rotation_axis_angle: float "'Angle of Rotation for Axis-Angle rotation representation'"
+ID|Object.rotation_euler -> rotation_euler: float "'Rotation in Eulers'"
+ID|Object.rotation_mode -> rotation_mode: enum "'NO DESCRIPTION'"
+ID|Object.rotation_quaternion -> rotation_quaternion: float "'Rotation in Quaternions'"
+ID|Object.scale -> scale: float "'Scaling of the object'"
+ID|Object.select -> select: boolean "'Object selection state'"
+ID|Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean "'Apply shape keys in edit mode (for Meshes only)'"
+ID|Object.shape_key_lock -> show_shape_key: boolean "'Always show the current Shape for this Object'"
+ID|Object.slow_parent -> use_slow_parent: boolean "'Create a delay in the parent relationship'"
+ID|Object.soft_body -> soft_body: pointer, "'(read-only) Settings for soft body simulation'"
+ID|Object.time_offset -> time_offset: float "'Animation offset in frames for F-Curve and dupligroup instances'"
+ID|Object.time_offset_add_parent -> use_time_offset_add_parent: boolean "'Add the parents time offset value'"
+ID|Object.time_offset_edit -> use_time_offset_edit: boolean "'Use time offset when inserting keys and display time offset for F-Curve and action views'"
+ID|Object.time_offset_parent -> use_time_offset_parent: boolean "'Apply the time offset to this objects parent relationship'"
+ID|Object.time_offset_particle -> use_time_offset_particle: boolean "'Let the time offset work on the particle effect'"
+ID|Object.track_axis -> track_axis: enum '"Axis that points in \'forward\' direction"'
+ID|Object.type -> type: enum, "'(read-only) Type of Object'"
+ID|Object.up_axis -> up_axis: enum "'Axis that points in the upward direction'"
+ID|Object.use_dupli_faces_scale -> use_dupli_faces_scale: boolean "'Scale dupli based on face size'"
+ID|Object.use_dupli_frames_speed -> use_dupli_frames_speed: boolean "'Set dupliframes to use the frame'"
+ID|Object.use_dupli_verts_rotation -> use_dupli_verts_rotation: boolean "'Rotate dupli according to vertex normal'"
+ID|Object.vertex_groups -> vertex_groups: collection, "'(read-only) Vertex groups of the object'"
+ID|Object.x_ray -> show_x_ray: boolean "'Makes the object draw in front of others'"
+ID|ParticleSettings.abs_path_time -> use_absolute_path_time: boolean "'Path timing is in absolute frames'"
+ID|ParticleSettings.active_dupliweight -> active_dupliweight: pointer, "'(read-only)'"
+ID|ParticleSettings.active_dupliweight_index -> active_dupliweight_index: int "'NO DESCRIPTION'"
+ID|ParticleSettings.adaptive_angle -> adaptive_angle: int "'How many degrees path has to curve to make another render segment'"
+ID|ParticleSettings.adaptive_pix -> adaptive_pix: int "'How many pixels path has to cover to make another render segment'"
+ID|ParticleSettings.amount -> amount: int "'Total number of particles'"
+ID|ParticleSettings.angular_velocity_factor -> angular_velocity_factor: float "'Angular velocity amount'"
+ID|ParticleSettings.angular_velocity_mode -> angular_velocity_mode: enum "'Particle angular velocity mode'"
+ID|ParticleSettings.animate_branching -> use_animate_branching: boolean "'Animate branching'"
+ID|ParticleSettings.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
+ID|ParticleSettings.billboard_align -> billboard_align: enum "'In respect to what the billboards are aligned'"
+ID|ParticleSettings.billboard_animation -> billboard_animation: enum "'How to animate billboard textures'"
+ID|ParticleSettings.billboard_lock -> lock_billboard: boolean "'Lock the billboards align axis'"
+ID|ParticleSettings.billboard_object -> billboard_object: pointer "'Billboards face this object (default is active camera)'"
+ID|ParticleSettings.billboard_offset -> billboard_offset: float "'NO DESCRIPTION'"
+ID|ParticleSettings.billboard_random_tilt -> billboard_random_tilt: float "'Random tilt of the billboards'"
+ID|ParticleSettings.billboard_split_offset -> billboard_split_offset: enum "'How to offset billboard textures'"
+ID|ParticleSettings.billboard_tilt -> billboard_tilt: float "'Tilt of the billboards'"
+ID|ParticleSettings.billboard_uv_split -> billboard_uv_split: int "'Amount of rows/columns to split UV coordinates for billboards'"
+ID|ParticleSettings.boids -> boids: pointer, "'(read-only)'"
+ID|ParticleSettings.boids_2d -> lock_boids_to_surface: boolean "'Constrain boids to a surface'"
+ID|ParticleSettings.branch_threshold -> branch_threshold: float "'Threshold of branching'"
+ID|ParticleSettings.branching -> use_branching: boolean "'Branch child paths from each other'"
+ID|ParticleSettings.brownian_factor -> brownian_factor: float "'Specify the amount of Brownian motion'"
+ID|ParticleSettings.child_effector -> apply_effector_to_children: boolean "'Apply effectors to children'"
+ID|ParticleSettings.child_guide -> apply_guide_to_children: boolean "'NO DESCRIPTION'"
+ID|ParticleSettings.child_length -> child_length: float "'Length of child paths'"
+ID|ParticleSettings.child_length_thres -> child_length_thres: float "'Amount of particles left untouched by child path length'"
+ID|ParticleSettings.child_nbr -> child_nbr: int "'Amount of children/parent'"
+ID|ParticleSettings.child_radius -> child_radius: float "'Radius of children around parent'"
+ID|ParticleSettings.child_random_size -> child_random_size: float "'Random variation to the size of the child particles'"
+ID|ParticleSettings.child_roundness -> child_roundness: float "'Roundness of children around parent'"
+ID|ParticleSettings.child_size -> child_size: float "'A multiplier for the child particle size'"
+ID|ParticleSettings.child_type -> child_type: enum "'Create child particles'"
+ID|ParticleSettings.clump_factor -> clump_factor: float "'Amount of clumping'"
+ID|ParticleSettings.clumppow -> clumppow: float "'Shape of clumping'"
+ID|ParticleSettings.damp_factor -> damp_factor: float "'Specify the amount of damping'"
+ID|ParticleSettings.die_on_collision -> use_die_on_collision: boolean "'Particles die when they collide with a deflector object'"
+ID|ParticleSettings.died -> use_died: boolean "'Show particles after they have died'"
+ID|ParticleSettings.display -> display: int "'Percentage of particles to display in 3D view'"
+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_as -> draw_as: enum "'How particles are drawn in viewport'"
+ID|ParticleSettings.draw_health -> show_health: boolean "'Draw boid health'"
+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'"
+ID|ParticleSettings.dupli_object -> dupli_object: pointer "'Show this Object in place of particles'"
+ID|ParticleSettings.dupliweights -> dupliweights: collection, "'(read-only) Weights for all of the objects in the dupli group'"
+ID|ParticleSettings.effect_hair -> effect_hair: float "'Hair stiffness for effectors'"
+ID|ParticleSettings.effector_weights -> effector_weights: pointer, "'(read-only)'"
+ID|ParticleSettings.emit_from -> emit_from: enum "'Where to emit particles from'"
+ID|ParticleSettings.emitter -> use_render_emitter: boolean "'Render emitter Object also'"
+ID|ParticleSettings.enable_simplify -> use_simplify: boolean "'Remove child strands as the object becomes smaller on the screen'"
+ID|ParticleSettings.even_distribution -> use_even_distribution: boolean "'Use even distribution from faces based on face areas or edge lengths'"
+ID|ParticleSettings.fluid -> fluid: pointer, "'(read-only)'"
+ID|ParticleSettings.force_field_1 -> force_field_1: pointer, "'(read-only)'"
+ID|ParticleSettings.force_field_2 -> force_field_2: pointer, "'(read-only)'"
+ID|ParticleSettings.frame_end -> frame_end: float "'Frame # to stop emitting particles'"
+ID|ParticleSettings.frame_start -> frame_start: float "'Frame # to start emitting particles'"
+ID|ParticleSettings.grid_invert -> invert_grid: boolean "'Invert what is considered object and what is not'"
+ID|ParticleSettings.grid_resolution -> grid_resolution: int "'The resolution of the particle grid'"
+ID|ParticleSettings.hair_bspline -> use_hair_bspline: boolean "'Interpolate hair using B-Splines'"
+ID|ParticleSettings.hair_step -> hair_step: int "'Number of hair segments'"
+ID|ParticleSettings.integrator -> integrator: enum "'Select physics integrator type'"
+ID|ParticleSettings.jitter_factor -> jitter_factor: float "'Amount of jitter applied to the sampling'"
+ID|ParticleSettings.keyed_loops -> keyed_loops: int "'Number of times the keys are looped'"
+ID|ParticleSettings.keys_step -> keys_step: int "'NO DESCRIPTION'"
+ID|ParticleSettings.kink -> kink: enum "'Type of periodic offset on the path'"
+ID|ParticleSettings.kink_amplitude -> kink_amplitude: float "'The amplitude of the offset'"
+ID|ParticleSettings.kink_axis -> kink_axis: enum "'Which axis to use for offset'"
+ID|ParticleSettings.kink_frequency -> kink_frequency: float "'The frequency of the offset (1/total length)'"
+ID|ParticleSettings.kink_shape -> kink_shape: float "'Adjust the offset to the beginning/end'"
+ID|ParticleSettings.lifetime -> lifetime: float "'Specify the life span of the particles'"
+ID|ParticleSettings.line_length_head -> line_length_head: float '"Length of the line\'s head"'
+ID|ParticleSettings.line_length_tail -> line_length_tail: float '"Length of the line\'s tail"'
+ID|ParticleSettings.mass -> mass: float "'Specify the mass of the particles'"
+ID|ParticleSettings.material -> material: int "'Specify material used for the particles'"
+ID|ParticleSettings.material_color -> show_material_color: boolean '"Draw particles using material\'s diffuse color"'
+ID|ParticleSettings.normal_factor -> normal_factor: float "'Let the surface normal give the particle a starting speed'"
+ID|ParticleSettings.num -> show_number: boolean "'Show particle number'"
+ID|ParticleSettings.object_aligned_factor -> object_aligned_factor: float "'Let the emitter object orientation give the particle a starting speed'"
+ID|ParticleSettings.object_factor -> object_factor: float "'Let the object give the particle a starting speed'"
+ID|ParticleSettings.parent -> use_parents: boolean "'Render parent particles'"
+ID|ParticleSettings.particle_factor -> particle_factor: float "'Let the target particle give the particle a starting speed'"
+ID|ParticleSettings.particle_size -> particle_size: float "'The size of the particles'"
+ID|ParticleSettings.path_end -> path_end: float "'End time of drawn path'"
+ID|ParticleSettings.path_start -> path_start: float "'Starting time of drawn path'"
+ID|ParticleSettings.phase_factor -> phase_factor: float "'Initial rotation phase'"
+ID|ParticleSettings.physics_type -> physics_type: enum "'Particle physics type'"
+ID|ParticleSettings.rand_group -> use_group_pick_random: boolean "'Pick objects from group randomly'"
+ID|ParticleSettings.random_factor -> random_factor: float "'Give the starting speed a random variation'"
+ID|ParticleSettings.random_length -> random_length: float "'Give path length a random variation'"
+ID|ParticleSettings.random_lifetime -> random_lifetime: float "'Give the particle life a random variation'"
+ID|ParticleSettings.random_phase_factor -> random_phase_factor: float "'Randomize rotation phase'"
+ID|ParticleSettings.random_rotation_factor -> random_rotation_factor: float "'Randomize rotation'"
+ID|ParticleSettings.random_size -> random_size: float "'Give the particle size a random variation'"
+ID|ParticleSettings.react_event -> react_event: enum "'The event of target particles to react on'"
+ID|ParticleSettings.react_multiple -> use_react_multiple: boolean "'React multiple times'"
+ID|ParticleSettings.react_start_end -> use_react_start_end: boolean "'Give birth to unreacted particles eventually'"
+ID|ParticleSettings.reaction_shape -> reaction_shape: float "'Power of reaction strength dependence on distance to target'"
+ID|ParticleSettings.reactor_factor -> reactor_factor: float "'Let the vector away from the target particles location give the particle a starting speed'"
+ID|ParticleSettings.ren_as -> ren_as: enum "'How particles are rendered'"
+ID|ParticleSettings.render_adaptive -> use_render_adaptive: boolean "'Use adapative rendering for paths'"
+ID|ParticleSettings.render_step -> render_step: int "'How many steps paths are rendered with (power of 2)'"
+ID|ParticleSettings.render_strand -> use_strand_primitive: boolean "'Use the strand primitive for rendering'"
+ID|ParticleSettings.rendered_child_nbr -> rendered_child_nbr: int "'Amount of children/parent for rendering'"
+ID|ParticleSettings.rotate_from -> rotate_from: enum "'NO DESCRIPTION'"
+ID|ParticleSettings.rotation_dynamic -> use_dynamic_rotation: boolean "'Sets rotation to dynamic/constant'"
+ID|ParticleSettings.rotation_mode -> rotation_mode: enum "'Particles initial rotation'"
+ID|ParticleSettings.rough1 -> rough1: float "'Amount of location dependent rough'"
+ID|ParticleSettings.rough1_size -> rough1_size: float "'Size of location dependent rough'"
+ID|ParticleSettings.rough2 -> rough2: float "'Amount of random rough'"
+ID|ParticleSettings.rough2_size -> rough2_size: float "'Size of random rough'"
+ID|ParticleSettings.rough2_thres -> rough2_thres: float "'Amount of particles left untouched by random rough'"
+ID|ParticleSettings.rough_end_shape -> rough_end_shape: float "'Shape of end point rough'"
+ID|ParticleSettings.rough_endpoint -> rough_endpoint: float "'Amount of end point rough'"
+ID|ParticleSettings.self_effect -> use_self_effect: boolean "'Particle effectors effect themselves'"
+ID|ParticleSettings.show_size -> show_size: boolean "'Show particle size'"
+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'"
+ID|ParticleSettings.simplify_viewport -> simplify_viewport: float "'Speed of Simplification'"
+ID|ParticleSettings.size_deflect -> use_size_deflect: boolean '"Use particle\'s size in deflection"'
+ID|ParticleSettings.sizemass -> use_multiply_size_mass: boolean "'Multiply mass by particle size'"
+ID|ParticleSettings.subframes -> subframes: int "'Subframes to simulate for improved stability and finer granularity simulations'"
+ID|ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean "'Start and end points are the same'"
+ID|ParticleSettings.tangent_factor -> tangent_factor: float "'Let the surface tangent give the particle a starting speed'"
+ID|ParticleSettings.tangent_phase -> tangent_phase: float "'Rotate the surface tangent'"
+ID|ParticleSettings.time_tweak -> time_tweak: float "'A multiplier for physics timestep (1.0 means one frame = 1/25 seconds)'"
+ID|ParticleSettings.trail_count -> trail_count: int "'Number of trail particles'"
+ID|ParticleSettings.trand -> use_emit_random: boolean "'Emit in random order of elements'"
+ID|ParticleSettings.type -> type: enum "'NO DESCRIPTION'"
+ID|ParticleSettings.unborn -> use_unborn: boolean "'Show particles before they are emitted'"
+ID|ParticleSettings.use_global_dupli -> use_global_dupli: boolean '"Use object\'s global coordinates for duplication"'
+ID|ParticleSettings.use_group_count -> use_group_count: boolean "'Use object multiple times in the same group'"
+ID|ParticleSettings.userjit -> userjit: int "'Emission locations / face (0 = automatic)'"
+ID|ParticleSettings.velocity -> show_velocity: boolean "'Show particle velocity'"
+ID|ParticleSettings.velocity_length -> use_velocity_length: boolean "'Multiply line length by particle speed'"
+ID|ParticleSettings.viewport -> use_simplify_viewport: boolean "'NO DESCRIPTION'"
+ID|ParticleSettings.virtual_parents -> virtual_parents: float "'Relative amount of virtual parents'"
+ID|ParticleSettings.whole_group -> use_whole_group: boolean "'Use whole group at once'"
+ID|Scene.active_keying_set -> active_keying_set: pointer "'Active Keying Set used to insert/delete keyframes'"
+ID|Scene.active_keying_set_index -> active_keying_set_index: int '"Current Keying Set index (negative for \'builtin\' and positive for \'absolute\')"'
+ID|Scene.all_keying_sets -> all_keying_sets: collection, "'(read-only) All Keying Sets available for use (builtins and Absolute Keying Sets for this Scene)'"
+ID|Scene.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
+ID|Scene.bases -> bases: collection, "'(read-only)'"
+ID|Scene.camera -> camera: pointer "'Active camera used for rendering the scene'"
+ID|Scene.cursor_location -> cursor_location: float "'3D cursor location'"
+ID|Scene.distance_model -> distance_model: enum "'Distance model for distance attenuation calculation'"
+ID|Scene.doppler_factor -> doppler_factor: float "'Pitch factor for Doppler effect calculation'"
+ID|Scene.frame_current -> frame_current: int "'NO DESCRIPTION'"
+ID|Scene.frame_drop -> use_frame_drop: boolean "'Play back dropping frames if frame display is too slow'"
+ID|Scene.frame_end -> frame_end: int "'Final frame of the playback/rendering range'"
+ID|Scene.frame_start -> frame_start: int "'First frame of the playback/rendering range'"
+ID|Scene.frame_step -> frame_step: int "'Number of frames to skip forward while rendering/playing back each frame'"
+ID|Scene.game_data -> game_data: pointer, "'(read-only)'"
+ID|Scene.gravity -> gravity: float "'Constant acceleration in a given direction'"
+ID|Scene.grease_pencil -> grease_pencil: pointer "'Grease Pencil datablock'"
+ID|Scene.keying_sets -> keying_sets: collection, "'(read-only) Absolute Keying Sets for this Scene'"
+ID|Scene.layers -> layers: boolean "'Layers visible when rendering the scene'"
+ID|Scene.mute_audio -> mute_audio: boolean "'Play back of audio from Sequence Editor will be muted'"
+ID|Scene.network_render -> network_render: pointer, "'(read-only) Network Render Settings'"
+ID|Scene.nla_tweakmode_on -> use_nla_tweakmode: boolean, "'(read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only'"
+ID|Scene.nodetree -> nodetree: pointer, "'(read-only) Compositing node tree'"
+ID|Scene.objects -> objects: collection, "'(read-only)'"
+ID|Scene.orientations -> orientations: collection, "'(read-only)'"
+ID|Scene.pose_templates -> pose_templates: pointer, "'(read-only) Pose Template Settings'"
+ID|Scene.preview_range_frame_end -> preview_range_frame_end: int "'Alternative end frame for UI playback'"
+ID|Scene.preview_range_frame_start -> preview_range_frame_start: int "'Alternative start frame for UI playback'"
+ID|Scene.render -> render: pointer, "'(read-only)'"
+ID|Scene.scrub_audio -> use_audio_scrub: boolean "'Play audio from Sequence Editor while scrubbing'"
+ID|Scene.sequence_editor -> sequence_editor: pointer, "'(read-only)'"
+ID|Scene.set -> set: pointer "'Background set scene'"
+ID|Scene.speed_of_sound -> speed_of_sound: float "'Speed of sound for Doppler effect calculation'"
+ID|Scene.stamp_note -> stamp_note: string "'User define note for the render stamping'"
+ID|Scene.sync_audio -> use_audio_sync: boolean "'Play back and sync with audio clock, dropping frames if frame display is too slow'"
+ID|Scene.sync_mode -> sync_mode: enum "'How to sync playback'"
+ID|Scene.timeline_markers -> timeline_markers: collection, "'(read-only) Markers used in all timelines for the current scene'"
+ID|Scene.tool_settings -> tool_settings: pointer, "'(read-only)'"
+ID|Scene.unit_settings -> unit_settings: pointer, "'(read-only) Unit editing settings'"
+ID|Scene.use_gravity -> use_gravity: boolean "'Use global gravity for all dynamics'"
+ID|Scene.use_nodes -> use_nodes: boolean "'Enable the compositing node tree'"
+ID|Scene.use_preview_range -> use_preview_range: boolean "'Use an alternative start/end frame for UI playback, rather than the scene start/end frame'"
+ID|Scene.world -> world: pointer "'World used for rendering the scene'"
+ID|Screen.animation_playing -> is_animation_playing: boolean, "'(read-only) Animation playback is active'"
+ID|Screen.areas -> areas: collection, "'(read-only) Areas the screen is subdivided into'"
+ID|Screen.fullscreen -> is_fullscreen: boolean, "'(read-only) An area is maximised, filling this screen'"
+ID|Screen.scene -> scene: pointer "'Active scene to be edited in the screen'"
+ID|Sound.caching -> use_ram_cache: boolean "'The sound file is decoded and loaded into RAM'"
+ID|Sound.filepath -> filepath: string "'Sound sample file used by this Sound datablock'"
+ID|Sound.packed_file -> packed_file: pointer, "'(read-only)'"
+ID|Text.current_character -> current_character: int, "'(read-only) Index of current character in current line, and also start index of character in selection if one exists'"
+ID|Text.current_line -> current_line: pointer, "'(read-only) Current line, and start line of selection if one exists'"
+ID|Text.dirty -> is_dirty: boolean, "'(read-only) Text file has been edited since last save'"
+ID|Text.filepath -> filepath: string "'Filename of the text file'"
+ID|Text.lines -> lines: collection, "'(read-only) Lines of text'"
+ID|Text.markers -> markers: collection, "'(read-only) Text markers highlighting part of the text'"
+ID|Text.memory -> is_in_memory: boolean, "'(read-only) Text file is in memory, without a corresponding file on disk'"
+ID|Text.modified -> is_modified: boolean, "'(read-only) Text file on disk is different than the one in memory'"
+ID|Text.selection_end_character -> selection_end_character: int, "'(read-only) Index of character after end of selection in the selection end line'"
+ID|Text.selection_end_line -> selection_end_line: pointer, "'(read-only) End line of selection'"
+ID|Text.tabs_as_spaces -> use_tabs_as_spaces: boolean "'Automatically converts all new tabs into spaces'"
+ID|Text.use_module -> use_module: boolean '"Register this text as a module on loading, Text name must end with \'.py\'"'
+ID|Texture.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
+ID|Texture.brightness -> intensity: float "'NO DESCRIPTION'"
+ID|Texture.color_ramp -> color_ramp: pointer, "'(read-only)'"
+ID|Texture.contrast -> contrast: float "'NO DESCRIPTION'"
+ID|Texture.factor_blue -> factor_blue: float "'NO DESCRIPTION'"
+ID|Texture.factor_green -> factor_green: float "'NO DESCRIPTION'"
+ID|Texture.factor_red -> factor_red: 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'"
+ID|Texture.use_color_ramp -> use_color_ramp: boolean "'Toggle color ramp operations'"
+ID|Texture.use_nodes -> use_nodes: boolean "'Make this a node-based texture'"
+ID|Texture.use_preview_alpha -> use_preview_alpha: boolean "'Show Alpha in Preview Render'"
++ * ID|Texture|BlendTexture.flip_axis -> flip_axis: enum '"Flips the texture\'s X and Y axis"'
++ * ID|Texture|BlendTexture.progression -> progression: enum "'Sets the style of the color blending'"
++ * 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'"
++ * ID|Texture|CloudsTexture.noise_size -> noise_size: float "'Sets scaling for noise input'"
++ * ID|Texture|CloudsTexture.noise_type -> noise_type: enum "'NO DESCRIPTION'"
+ID|Texture|CloudsTexture.stype -> stype: enum 'NO DESCRIPTION'
+ID|Texture|DistortedNoiseTexture.distortion -> distortion: float "'NO DESCRIPTION'"
+ID|Texture|DistortedNoiseTexture.nabla -> nabla: float "'Size of derivative offset used for calculating normal'"
+ID|Texture|DistortedNoiseTexture.noise_basis -> noise_basis: enum "'Sets the noise basis used for turbulence'"
+ID|Texture|DistortedNoiseTexture.noise_distortion -> noise_distortion: enum "'Sets the noise basis for the distortion'"
+ID|Texture|DistortedNoiseTexture.noise_size -> noise_size: float "'Sets scaling for noise input'"
+ID|Texture|EnvironmentMapTexture.environment_map -> environment_map: pointer, "'(read-only) Gets the environment map associated with this texture'"
+ID|Texture|EnvironmentMapTexture.filter -> filter: enum "'Texture filter to use for sampling image'"
+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_size_minimum -> use_filter_size_min: boolean "'Use Filter Size as a minimal filter value in pixels'"
+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.mipmap -> use_mipmap: boolean "'Uses auto-generated MIP maps for the image'"
+ID|Texture|EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss: boolean "'Uses Gauss filter to sample down MIP maps'"
+ID|Texture|ImageTexture.calculate_alpha -> use_calculate_alpha: boolean "'Calculates an alpha channel based on RGB values in the image'"
+ID|Texture|ImageTexture.checker_distance -> checker_distance: float "'Sets distance between checker tiles'"
+ID|Texture|ImageTexture.checker_even -> use_checker_even: boolean "'Sets even checker tiles'"
+ID|Texture|ImageTexture.checker_odd -> use_checker_odd: boolean "'Sets odd checker tiles'"
+ID|Texture|ImageTexture.crop_max_x -> crop_max_x: float "'Sets maximum X value to crop the image'"
+ID|Texture|ImageTexture.crop_max_y -> crop_max_y: float "'Sets maximum Y value to crop the image'"
+ID|Texture|ImageTexture.crop_min_x -> crop_min_x: float "'Sets minimum X value to crop the image'"
+ID|Texture|ImageTexture.crop_min_y -> crop_min_y: float "'Sets minimum Y value to crop the image'"
+ID|Texture|ImageTexture.extension -> extension: enum "'Sets how the image is extrapolated past its original bounds'"
+ID|Texture|ImageTexture.filter -> filter: enum "'Texture filter to use for sampling image'"
+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_size_minimum -> use_minimum_filter_size: boolean "'Use Filter Size as a minimal filter value in pixels'"
+ID|Texture|ImageTexture.flip_axis -> use_flip_axis: boolean '"Flips the texture\'s X and Y axis"'
+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.interpolation -> use_interpolation: boolean "'Interpolates pixels using Area filter'"
+ID|Texture|ImageTexture.invert_alpha -> invert_alpha: boolean "'Inverts all the alpha values in the image'"
+ID|Texture|ImageTexture.mipmap -> use_mipmap: boolean "'Uses auto-generated MIP maps for the image'"
+ID|Texture|ImageTexture.mipmap_gauss -> use_mipmap_gauss: boolean "'Uses Gauss filter to sample down MIP maps'"
+ID|Texture|ImageTexture.mirror_x -> use_mirror_x: boolean "'Mirrors the image repetition on the X direction'"
+ID|Texture|ImageTexture.mirror_y -> use_mirror_y: boolean "'Mirrors the image repetition on the Y direction'"
+ID|Texture|ImageTexture.normal_map -> use_normal_map: boolean "'Uses image RGB values for normal mapping'"
+ID|Texture|ImageTexture.normal_space -> normal_space: enum "'Sets space of normal map image'"
+ID|Texture|ImageTexture.repeat_x -> repeat_x: int "'Sets a repetition multiplier in the X direction'"
+ID|Texture|ImageTexture.repeat_y -> repeat_y: int "'Sets a repetition multiplier in the Y direction'"
+ID|Texture|ImageTexture.use_alpha -> use_alpha: boolean "'Uses the alpha channel information in the image'"
+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.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'"
+ID|Texture|MarbleTexture.noise_size -> noise_size: float "'Sets scaling for noise input'"
+ID|Texture|MarbleTexture.noise_type -> noise_type: enum "'NO DESCRIPTION'"
+ID|Texture|MarbleTexture.noisebasis2 -> noisebasis2: enum "'NO DESCRIPTION'"
+ID|Texture|MarbleTexture.stype -> stype: enum "'NO DESCRIPTION'"
+ID|Texture|MarbleTexture.turbulence -> turbulence: float "'Sets the turbulence of the bandnoise and ringnoise types'"
+ID|Texture|MusgraveTexture.gain -> gain: float "'The gain multiplier'"
+ID|Texture|MusgraveTexture.highest_dimension -> highest_dimension: float "'Highest fractal dimension'"
+ID|Texture|MusgraveTexture.lacunarity -> lacunarity: float "'Gap between successive frequencies'"
+ID|Texture|MusgraveTexture.musgrave_type -> musgrave_type: enum "'NO DESCRIPTION'"
+ID|Texture|MusgraveTexture.nabla -> nabla: float "'Size of derivative offset used for calculating normal'"
+ID|Texture|MusgraveTexture.noise_basis -> noise_basis: enum "'Sets the noise basis used for turbulence'"
+ID|Texture|MusgraveTexture.noise_intensity -> noise_intensity: float "'NO DESCRIPTION'"
+ID|Texture|MusgraveTexture.noise_size -> noise_size: float "'Sets scaling for noise input'"
+ID|Texture|MusgraveTexture.octaves -> octaves: float "'Number of frequencies used'"
+ID|Texture|MusgraveTexture.offset -> offset: float "'The fractal offset'"
+ID|Texture|PointDensityTexture.pointdensity -> pointdensity: pointer, "'(read-only) The point density settings associated with this texture'"
+ID|Texture|StucciTexture.noise_basis -> noise_basis: enum "'Sets the noise basis used for turbulence'"
+ID|Texture|StucciTexture.noise_size -> noise_size: float "'Sets scaling for noise input'"
+ID|Texture|StucciTexture.noise_type -> noise_type: enum "'NO DESCRIPTION'"
+ID|Texture|StucciTexture.stype -> stype: enum "'NO DESCRIPTION'"
+ID|Texture|StucciTexture.turbulence -> turbulence: float "'Sets the turbulence of the bandnoise and ringnoise types'"
+ID|Texture|VoronoiTexture.coloring -> color_mode: enum "'NO DESCRIPTION'"
+ID|Texture|VoronoiTexture.distance_metric -> distance_metric: enum "'NO DESCRIPTION'"
+ID|Texture|VoronoiTexture.minkovsky_exponent -> minkovsky_exponent: float "'Minkovsky exponent'"
+ID|Texture|VoronoiTexture.nabla -> nabla: float "'Size of derivative offset used for calculating normal'"
+ID|Texture|VoronoiTexture.noise_intensity -> noise_intensity: float "'NO DESCRIPTION'"
+ID|Texture|VoronoiTexture.noise_size -> noise_size: float "'Sets scaling for noise input'"
+ID|Texture|VoronoiTexture.weight_1 -> weight_1: float "'Voronoi feature weight 1'"
+ID|Texture|VoronoiTexture.weight_2 -> weight_2: float "'Voronoi feature weight 2'"
+ID|Texture|VoronoiTexture.weight_3 -> weight_3: float "'Voronoi feature weight 3'"
+ID|Texture|VoronoiTexture.weight_4 -> weight_4: float "'Voronoi feature weight 4'"
+ID|Texture|VoxelDataTexture.image -> image: pointer "'NO DESCRIPTION'"
+ID|Texture|VoxelDataTexture.image_user -> image_user: pointer, "'(read-only) Parameters defining which layer, pass and frame of the image is displayed'"
+ID|Texture|VoxelDataTexture.voxeldata -> voxeldata: pointer, "'(read-only) The voxel data associated with this texture'"
+ID|Texture|WoodTexture.nabla -> nabla: float "'Size of derivative offset used for calculating normal'"
+ID|Texture|WoodTexture.noise_basis -> noise_basis: enum "'Sets the noise basis used for turbulence'"
+ID|Texture|WoodTexture.noise_size -> noise_size: float "'Sets scaling for noise input'"
+ID|Texture|WoodTexture.noise_type -> noise_type: enum "'NO DESCRIPTION'"
+ID|Texture|WoodTexture.noisebasis2 -> noisebasis2: enum "'NO DESCRIPTION'"
+ID|Texture|WoodTexture.stype -> stype: enum "'NO DESCRIPTION'"
+ID|Texture|WoodTexture.turbulence -> turbulence: float "'Sets the turbulence of the bandnoise and ringnoise types'"
+ID|VectorFont.filepath -> filepath: string, "'(read-only)'"
+ID|VectorFont.packed_file -> packed_file: pointer, "'(read-only)'"
+ID|WindowManager.active_keyconfig -> active_keyconfig: pointer "'NO DESCRIPTION'"
+ID|WindowManager.default_keyconfig -> default_keyconfig: pointer, "'(read-only)'"
+ID|WindowManager.keyconfigs -> keyconfigs: collection, "'(read-only) Registered key configurations'"
+ID|WindowManager.operators -> operators: collection, "'(read-only) Operator registry'"
+ID|WindowManager.windows -> windows: collection, "'(read-only) Open windows'"
+ID|World.active_texture -> active_texture: pointer "'Active texture slot being displayed'"
+ID|World.active_texture_index -> active_texture_index: int "'Index of active texture slot'"
+ID|World.ambient_color -> ambient_color: float "'NO DESCRIPTION'"
+ID|World.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
+ID|World.blend_sky -> use_sky_blend: boolean "'Render background with natural progression from horizon to zenith'"
+ID|World.exposure -> exposure: float "'Amount of exponential color correction for light'"
+ID|World.horizon_color -> horizon_color: float "'Color at the horizon'"
+ID|World.lighting -> lighting: pointer, "'(read-only) World lighting settings'"
+ID|World.mist -> mist: pointer, "'(read-only) World mist settings'"
+ID|World.paper_sky -> use_sky_paper: boolean "'Flatten blend or texture coordinates'"
+ID|World.range -> range: float "'The color range that will be mapped to 0-1'"
+ID|World.real_sky -> use_sky_real: boolean "'Render background with a real horizon, relative to the camera angle'"
+ID|World.stars -> stars: 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.zenith_color -> zenith_color: float "'Color at the zenith'"
IKParam.ik_solver -> ik_solver: enum, "'(read-only) IK solver for which these parameters are defined, 0 for Legacy, 1 for iTaSC'"
-Image.animated -> use_animation: boolean "'Use as animated texture in the game engine'"
-Image.animation_end -> animation_end: int "'End frame of an animated texture'"
-Image.animation_speed -> animation_speed: int "'Speed of the animation in frames per second'"
-Image.animation_start -> animation_start: int "'Start frame of an animated texture'"
-Image.bindcode -> bindcode: int, "'(read-only) OpenGL bindcode'"
-Image.clamp_x -> use_clamp_x: boolean "'Disable texture repeating horizontally'"
-Image.clamp_y -> use_clamp_y: boolean "'Disable texture repeating vertically'"
-Image.depth -> depth: int, "'(read-only) Image bit depth'"
-Image.dirty -> is_dirty: boolean, "'(read-only) Image has changed and is not saved'"
-Image.display_aspect -> display_aspect: float "'Display Aspect for this image, does not affect rendering'"
-Image.field_order -> field_order: enum "'Order of video fields. Select which lines are displayed first'"
-Image.fields -> use_fields: boolean "'Use fields of the image'"
-Image.file_format -> file_format: enum "'Format used for re-saving this file'"
-Image.filepath -> filepath: string "'Image/Movie file name'"
-Image.filepath_raw -> filepath_raw: string "'Image/Movie file name (without data refreshing)'"
-Image.generated_height -> generated_height: int "'Generated image height'"
-Image.generated_type -> generated_type: enum "'Generated image type'"
-Image.generated_width -> generated_width: int "'Generated image width'"
-Image.has_data -> has_data: boolean, "'(read-only) True if this image has data'"
-Image.mapping -> mapping: enum "'Mapping type to use for this image in the game engine'"
-Image.packed_file -> packed_file: pointer, "'(read-only)'"
-Image.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'"
-Image.size -> size: int, "'(read-only) Width and height in pixels, zero when image data cant be loaded'"
-Image.source -> source: enum "'Where the image comes from'"
-Image.tiles -> use_tiles: boolean "'Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)'"
-Image.tiles_x -> tiles_x: int "'Degree of repetition in the X direction'"
-Image.tiles_y -> tiles_y: int "'Degree of repetition in the Y direction'"
-Image.type -> type: enum, "'(read-only) How to generate the image'"
-ImagePaint.invert_stencil -> invert_stencil: boolean "'Invert the stencil layer'"
-ImagePaint.normal_angle -> normal_angle: int "'Paint most on faces pointing towards the view according to this angle'"
-ImagePaint.screen_grab_size -> screen_grab_size: int "'Size to capture the image for re-projecting'"
-ImagePaint.seam_bleed -> seam_bleed: int "'Extend paint beyond the faces UVs to reduce seams (in pixels, slower)'"
-ImagePaint.show_brush -> show_brush: boolean "'Enables brush shape while not drawing'"
-ImagePaint.show_brush_draw -> show_brush_draw: boolean "'Enables brush shape while drawing'"
-ImagePaint.use_backface_cull -> use_backface_culling: boolean "'Ignore faces pointing away from the view (faster)'"
-ImagePaint.use_clone_layer -> use_clone_layer: boolean "'Use another UV layer as clone source, otherwise use 3D the cursor as the source'"
-ImagePaint.use_normal_falloff -> use_normal_falloff: boolean "'Paint most on faces pointing towards the view'"
-ImagePaint.use_occlude -> use_occlude: boolean "'Only paint onto the faces directly under the brush (slower)'"
-ImagePaint.use_projection -> use_projection: boolean "'Use projection painting for improved consistency in the brush strokes'"
-ImagePaint.use_stencil_layer -> use_stencil_layer: boolean "'Set the mask layer from the UV layer buttons'"
-ImageSequence.animation_end_offset -> animation_end_offset: int "'Animation end offset (trim end)'"
-ImageSequence.animation_start_offset -> animation_start_offset: int "'Animation start offset (trim start)'"
-ImageSequence.color_balance -> color_balance: pointer, "'(read-only)'"
-ImageSequence.color_saturation -> color_saturation: float "'NO DESCRIPTION'"
-ImageSequence.convert_float -> use_float: boolean "'Convert input to float data'"
-ImageSequence.crop -> crop: pointer, "'(read-only)'"
-ImageSequence.de_interlace -> use_deinterlace: boolean "'For video movies to remove fields'"
-ImageSequence.directory -> directory: string "'NO DESCRIPTION'"
-ImageSequence.elements -> elements: collection, "'(read-only)'"
-ImageSequence.flip_x -> use_flip_x: boolean "'Flip on the X axis'"
-ImageSequence.flip_y -> use_flip_y: boolean "'Flip on the Y axis'"
-ImageSequence.multiply_colors -> multiply_colors: float "'NO DESCRIPTION'"
-ImageSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'"
-ImageSequence.proxy -> proxy: pointer, "'(read-only)'"
-ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "'Use a custom directory to store data'"
-ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean "'Use a custom file to read proxy data from'"
-ImageSequence.reverse_frames -> use_reverse_frames: boolean "'Reverse frame order'"
-ImageSequence.strobe -> strobe: float "'Only display every nth frame'"
-ImageSequence.transform -> transform: pointer, "'(read-only)'"
-ImageSequence.use_color_balance -> use_color_balance: boolean "'(3-Way color correction) on input'"
-ImageSequence.use_crop -> use_crop: boolean "'Crop image before processing'"
-ImageSequence.use_proxy -> use_proxy: boolean "'Use a preview proxy for this strip'"
-ImageSequence.use_translation -> use_translation: boolean "'Translate image before processing'"
-ImageTexture.calculate_alpha -> use_calculate_alpha: boolean "'Calculates an alpha channel based on RGB values in the image'"
-ImageTexture.checker_distance -> checker_distance: float "'Sets distance between checker tiles'"
-ImageTexture.checker_even -> use_checker_even: boolean "'Sets even checker tiles'"
-ImageTexture.checker_odd -> use_checker_odd: boolean "'Sets odd checker tiles'"
-ImageTexture.crop_max_x -> crop_max_x: float "'Sets maximum X value to crop the image'"
-ImageTexture.crop_max_y -> crop_max_y: float "'Sets maximum Y value to crop the image'"
-ImageTexture.crop_min_x -> crop_min_x: float "'Sets minimum X value to crop the image'"
-ImageTexture.crop_min_y -> crop_min_y: float "'Sets minimum Y value to crop the image'"
-ImageTexture.extension -> extension: enum "'Sets how the image is extrapolated past its original bounds'"
-ImageTexture.filter -> filter: enum "'Texture filter to use for sampling image'"
-ImageTexture.filter_eccentricity -> filter_eccentricity: int "'Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower'"
-ImageTexture.filter_probes -> filter_probes: int "'Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower'"
-ImageTexture.filter_size -> filter_size: float "'Multiplies the filter size used by MIP Map and Interpolation'"
-ImageTexture.filter_size_minimum -> use_minimum_filter_size: boolean "'Use Filter Size as a minimal filter value in pixels'"
-ImageTexture.flip_axis -> use_flip_axis: boolean '"Flips the texture\'s X and Y axis"'
-ImageTexture.image -> image: pointer "'NO DESCRIPTION'"
-ImageTexture.image_user -> image_user: pointer, "'(read-only) Parameters defining which layer, pass and frame of the image is displayed'"
-ImageTexture.interpolation -> use_interpolation: boolean "'Interpolates pixels using Area filter'"
-ImageTexture.invert_alpha -> invert_alpha: boolean "'Inverts all the alpha values in the image'"
-ImageTexture.mipmap -> use_mipmap: boolean "'Uses auto-generated MIP maps for the image'"
-ImageTexture.mipmap_gauss -> use_mipmap_gauss: boolean "'Uses Gauss filter to sample down MIP maps'"
-ImageTexture.mirror_x -> use_mirror_x: boolean "'Mirrors the image repetition on the X direction'"
-ImageTexture.mirror_y -> use_mirror_y: boolean "'Mirrors the image repetition on the Y direction'"
-ImageTexture.normal_map -> use_normal_map: boolean "'Uses image RGB values for normal mapping'"
-ImageTexture.normal_space -> normal_space: enum "'Sets space of normal map image'"
-ImageTexture.repeat_x -> repeat_x: int "'Sets a repetition multiplier in the X direction'"
-ImageTexture.repeat_y -> repeat_y: int "'Sets a repetition multiplier in the Y direction'"
-ImageTexture.use_alpha -> use_alpha: boolean "'Uses the alpha channel information in the image'"
+IKParam|Itasc.auto_step -> use_auto_step: boolean "'Automatically determine the optimal number of steps for best performance/accuracy trade off'"
+IKParam|Itasc.dampeps -> dampeps: float "'Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1'"
+IKParam|Itasc.dampmax -> dampmax: float "'Maximum damping coefficient when singular value is nearly 0. Higher values=more stability, less reactivity. Default=0.5'"
+IKParam|Itasc.feedback -> feedback: float "'Feedback coefficient for error correction. Average response time=1/feedback. Default=20'"
+IKParam|Itasc.max_step -> step_max: float "'Higher bound for timestep in second in case of automatic substeps'"
+IKParam|Itasc.max_velocity -> velocity_max: float "'Maximum joint velocity in rad/s. Default=50'"
+IKParam|Itasc.min_step -> step_min: float "'Lower bound for timestep in second in case of automatic substeps'"
+IKParam|Itasc.mode -> mode: enum "'NO DESCRIPTION'"
+IKParam|Itasc.num_iter -> num_iter: int "'Maximum number of iterations for convergence in case of reiteration'"
+IKParam|Itasc.num_step -> num_step: int "'Divides the frame interval into this many steps'"
+IKParam|Itasc.precision -> precision: float "'Precision of convergence in case of reiteration'"
+IKParam|Itasc.reiteration -> reiteration: enum "'Defines if the solver is allowed to reiterate (converges until precision is met) on none, first or all frames'"
+IKParam|Itasc.solver -> solver: enum "'Solving method selection: Automatic damping or manual damping'"
ImageUser.auto_refresh -> use_auto_refresh: boolean "'Always refresh image on frame changes'"
ImageUser.cyclic -> use_cyclic: boolean "'Cycle the images in the movie'"
ImageUser.fields_per_frame -> fields_per_frame: int "'The number of fields per rendered frame (2 fields is 1 image)'"
@@ -1339,48 +1939,6 @@ ImageUser.frames -> frames: int "'Sets the number of images of a movie to use
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.offset -> offset: int "'Offsets the number of the frame to use in the animation'"
-InflowFluidSettings.active -> use: boolean "'Object contributes to the fluid simulation'"
-InflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'"
-InflowFluidSettings.inflow_velocity -> inflow_velocity: float "'Initial velocity of fluid'"
-InflowFluidSettings.local_coordinates -> use_local_coordinates: boolean "'Use local coordinates for inflow. (e.g. for rotating objects)'"
-InflowFluidSettings.volume_initialization -> volume_initialization: enum "'Volume initialization type'"
-IntProperty.array_length -> array_length: int, "'(read-only) Maximum length of the array, 0 means unlimited'"
-IntProperty.default -> default: int, "'(read-only) Default value for this number'"
-IntProperty.default_array -> default_array: int, "'(read-only) Default value for this array'"
-IntProperty.hard_max -> hard_max: int, "'(read-only) Maximum value used by buttons'"
-IntProperty.hard_min -> hard_min: int, "'(read-only) Minimum value used by buttons'"
-IntProperty.soft_max -> soft_max: int, "'(read-only) Maximum value used by buttons'"
-IntProperty.soft_min -> soft_min: int, "'(read-only) Minimum value used by buttons'"
-IntProperty.step -> step: int, "'(read-only) Step size used by number buttons, for floats 1/100th of the step size'"
-Itasc.auto_step -> use_auto_step: boolean "'Automatically determine the optimal number of steps for best performance/accuracy trade off'"
-Itasc.dampeps -> dampeps: float "'Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1'"
-Itasc.dampmax -> dampmax: float "'Maximum damping coefficient when singular value is nearly 0. Higher values=more stability, less reactivity. Default=0.5'"
-Itasc.feedback -> feedback: float "'Feedback coefficient for error correction. Average response time=1/feedback. Default=20'"
-Itasc.max_step -> step_max: float "'Higher bound for timestep in second in case of automatic substeps'"
-Itasc.max_velocity -> velocity_max: float "'Maximum joint velocity in rad/s. Default=50'"
-Itasc.min_step -> step_min: float "'Lower bound for timestep in second in case of automatic substeps'"
-Itasc.mode -> mode: enum "'NO DESCRIPTION'"
-Itasc.num_iter -> num_iter: int "'Maximum number of iterations for convergence in case of reiteration'"
-Itasc.num_step -> num_step: int "'Divides the frame interval into this many steps'"
-Itasc.precision -> precision: float "'Precision of convergence in case of reiteration'"
-Itasc.reiteration -> reiteration: enum "'Defines if the solver is allowed to reiterate (converges until precision is met) on none, first or all frames'"
-Itasc.solver -> solver: enum "'Solving method selection: Automatic damping or manual damping'"
-JoystickSensor.all_events -> use_all_events: boolean "'Triggered by all events on this joysticks current type (axis/button/hat)'"
-JoystickSensor.axis_direction -> axis_direction: enum "'The direction of the axis'"
-JoystickSensor.axis_number -> axis_number: int "'Specify which axis pair to use, 1 is usually the main direction input'"
-JoystickSensor.axis_threshold -> axis_threshold: int "'Specify the precision of the axis'"
-JoystickSensor.button_number -> button_number: int "'Specify which button to use'"
-JoystickSensor.event_type -> event_type: enum "'The type of event this joystick sensor is triggered on'"
-JoystickSensor.hat_direction -> hat_direction: enum "'Specify hat direction'"
-JoystickSensor.hat_number -> hat_number: int "'Specify which hat to use'"
-JoystickSensor.joystick_index -> joystick_index: int "'Specify which joystick to use'"
-JoystickSensor.single_axis_number -> single_axis_number: int "'Specify a single axis (verticle/horizontal/other) to detect'"
-Key.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
-Key.keys -> keys: collection, "'(read-only) Shape keys'"
-Key.reference_key -> reference_key: pointer, "'(read-only)'"
-Key.relative -> use_relative: boolean "'Makes shape keys relative'"
-Key.slurph -> slurph: int "'Creates a delay in amount of frames in applying keypositions, first vertex goes first'"
-Key.user -> user: pointer, "'(read-only) Datablock using these shape keys'"
KeyConfig.keymaps -> keymaps: collection, "'(read-only) Key maps configured as part of this configuration'"
KeyConfig.name -> name: string "'Name of the key configuration'"
KeyConfig.user_defined -> is_user_defined: boolean, "'(read-only) Indicates that a keyconfig was defined by the user'"
@@ -1408,12 +1966,6 @@ KeyMapItem.propvalue -> propvalue: enum "'The value this event translates to
KeyMapItem.shift -> pressed_shift: boolean "'Shift key pressed'"
KeyMapItem.type -> type: enum "'Type of event'"
KeyMapItem.value -> value: enum "'NO DESCRIPTION'"
-KeyboardSensor.all_keys -> use_all_keys: boolean "'Trigger this sensor on any keystroke'"
-KeyboardSensor.key -> key: enum "'NO DESCRIPTION'"
-KeyboardSensor.log -> log: string "'Property that receive the keystrokes in case a string is logged'"
-KeyboardSensor.modifier_key -> modifier_key: enum "'Modifier key code'"
-KeyboardSensor.second_modifier_key -> second_modifier_key: enum "'Modifier key code'"
-KeyboardSensor.target -> target: string "'Property that indicates whether to log keystrokes as a string'"
Keyframe.co -> co: float "'Coordinates of the control point'"
Keyframe.handle1 -> handle_left: float "'Coordinates of the first handle'"
Keyframe.handle1_type -> handle_left_type: enum "'Handle types'"
@@ -1448,42 +2000,6 @@ KeyingSetPath.id_type -> id_type: enum "'Type of ID-block that can be used'"
KeyingSetPath.insertkey_needed -> use_insertkey_needed: boolean '"Only insert keyframes where they\'re needed in the relevant F-Curves"'
KeyingSetPath.insertkey_visual -> use_insertkey_visual: boolean '"Insert keyframes based on \'visual transforms\'"'
KeyingSetPath.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean "'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis'"
-KinematicConstraint.axis_reference -> axis_reference: enum "'Constraint axis Lock options relative to Bone or Target reference'"
-KinematicConstraint.chain_length -> chain_length: int "'How many bones are included in the IK effect - 0 uses all bones'"
-KinematicConstraint.distance -> distance: float "'Radius of limiting sphere'"
-KinematicConstraint.ik_type -> ik_type: enum "'NO DESCRIPTION'"
-KinematicConstraint.iterations -> iterations: int "'Maximum number of solving iterations'"
-KinematicConstraint.limit_mode -> limit_mode: enum "'Distances in relation to sphere of influence to allow'"
-KinematicConstraint.orient_weight -> orient_weight: float "'For Tree-IK: Weight of orientation control for this target'"
-KinematicConstraint.pole_angle -> pole_angle: float "'Pole rotation offset'"
-KinematicConstraint.pole_subtarget -> pole_subtarget: string "'NO DESCRIPTION'"
-KinematicConstraint.pole_target -> pole_target: pointer "'Object for pole rotation'"
-KinematicConstraint.pos_lock_x -> lock_location_x: boolean "'Constraint position along X axis'"
-KinematicConstraint.pos_lock_y -> lock_location_y: boolean "'Constraint position along Y axis'"
-KinematicConstraint.pos_lock_z -> lock_location_z: boolean "'Constraint position along Z axis'"
-KinematicConstraint.rot_lock_x -> lock_rotation_x: boolean "'Constraint rotation along X axis'"
-KinematicConstraint.rot_lock_y -> lock_rotation_y: boolean "'Constraint rotation along Y axis'"
-KinematicConstraint.rot_lock_z -> lock_rotation_z: boolean "'Constraint rotation along Z axis'"
-KinematicConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
-KinematicConstraint.target -> target: pointer "'Target Object'"
-KinematicConstraint.use_position -> use_location: boolean "'Chain follows position of target'"
-KinematicConstraint.use_rotation -> use_rotation: boolean "'Chain follows rotation of target'"
-KinematicConstraint.use_stretch -> use_stretch: boolean "'Enable IK Stretching'"
-KinematicConstraint.use_tail -> use_tail: boolean '"Include bone\'s tail as last element in chain"'
-KinematicConstraint.use_target -> use_target: boolean "'Disable for targetless IK'"
-KinematicConstraint.weight -> weight: float "'For Tree-IK: Weight of position control for this target'"
-Lamp.active_texture -> active_texture: pointer "'Active texture slot being displayed'"
-Lamp.active_texture_index -> active_texture_index: int "'Index of active texture slot'"
-Lamp.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
-Lamp.color -> color: float "'Light color'"
-Lamp.diffuse -> use_diffuse: boolean "'Lamp does diffuse shading'"
-Lamp.distance -> distance: float "'Falloff distance - the light is at half the original intensity at this point'"
-Lamp.energy -> energy: float "'Amount of light that the lamp emits'"
-Lamp.layer -> use_own_layer: boolean "'Illuminates objects only on the same layer the lamp is on'"
-Lamp.negative -> use_negative: boolean "'Lamp casts negative light'"
-Lamp.specular -> use_specular: boolean "'Lamp creates specular highlights'"
-Lamp.texture_slots -> texture_slots: collection, "'(read-only) Texture slots defining the mapping and influence of textures'"
-Lamp.type -> type: enum "'Type of Lamp'"
LampSkySettings.atmosphere_distance_factor -> atmosphere_distance_factor: float "'Multiplier to convert blender units to physical distance'"
LampSkySettings.atmosphere_extinction -> atmosphere_extinction: float "'Extinction scattering contribution factor'"
LampSkySettings.atmosphere_inscattering -> atmosphere_inscattering: float "'Scatter contribution factor'"
@@ -1500,81 +2016,15 @@ LampSkySettings.sun_intensity -> sun_intensity: float "'Sun intensity'"
LampSkySettings.sun_size -> sun_size: float "'Sun size'"
LampSkySettings.use_atmosphere -> use_atmosphere: boolean "'Apply sun effect on atmosphere'"
LampSkySettings.use_sky -> use_sky: boolean "'Apply sun effect on sky'"
-LampTextureSlot.color_factor -> color_factor: float "'Amount texture affects color values'"
-LampTextureSlot.map_color -> use_map_color: boolean "'Lets the texture affect the basic color of the lamp'"
-LampTextureSlot.map_shadow -> use_map_shadow: boolean "'Lets the texture affect the shadow color of the lamp'"
-LampTextureSlot.object -> object: pointer "'Object to use for mapping with Object texture coordinates'"
-LampTextureSlot.shadow_factor -> shadow_factor: float "'Amount texture affects shadow'"
-LampTextureSlot.texture_coordinates -> texture_coordinates: enum "'NO DESCRIPTION'"
-Lattice.interpolation_type_u -> interpolation_type_u: enum "'NO DESCRIPTION'"
-Lattice.interpolation_type_v -> interpolation_type_v: enum "'NO DESCRIPTION'"
-Lattice.interpolation_type_w -> interpolation_type_w: enum "'NO DESCRIPTION'"
-Lattice.outside -> use_outside: boolean "'Only draw, and take into account, the outer vertices'"
-Lattice.points -> points: collection, "'(read-only) Points of the lattice'"
-Lattice.points_u -> points_u: int "'Points in U direction'"
-Lattice.points_v -> points_v: int "'Points in V direction'"
-Lattice.points_w -> points_w: int "'Points in W direction'"
-Lattice.shape_keys -> shape_keys: pointer, "'(read-only)'"
-Lattice.vertex_group -> vertex_group: string "'Vertex group to apply the influence of the lattice'"
-LatticeModifier.object -> object: pointer "'Lattice object to deform with'"
-LatticeModifier.vertex_group -> vertex_group: string "'Vertex group name'"
LatticePoint.co -> co: float, "'(read-only)'"
LatticePoint.deformed_co -> deformed_co: float "'NO DESCRIPTION'"
LatticePoint.groups -> groups: collection, "'(read-only) Weights for the vertex groups this point is member of'"
-Library.filepath -> filepath: string "'Path to the library .blend file'"
-Library.parent -> parent: pointer, "'(read-only)'"
-LimitDistanceConstraint.distance -> distance: float "'Radius of limiting sphere'"
-LimitDistanceConstraint.limit_mode -> limit_mode: enum "'Distances in relation to sphere of influence to allow'"
-LimitDistanceConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
-LimitDistanceConstraint.target -> target: pointer "'Target Object'"
-LimitLocationConstraint.limit_transform -> limit_transform: boolean "'Transforms are affected by this constraint as well'"
-LimitLocationConstraint.maximum_x -> max_x: float "'Highest X value to allow'"
-LimitLocationConstraint.maximum_y -> max_y: float "'Highest Y value to allow'"
-LimitLocationConstraint.maximum_z -> max_z: float "'Highest Z value to allow'"
-LimitLocationConstraint.minimum_x -> min_x: float "'Lowest X value to allow'"
-LimitLocationConstraint.minimum_y -> min_y: float "'Lowest Y value to allow'"
-LimitLocationConstraint.minimum_z -> min_z: float "'Lowest Z value to allow'"
-LimitLocationConstraint.use_maximum_x -> use_max_x: boolean "'Use the maximum X value'"
-LimitLocationConstraint.use_maximum_y -> use_max_y: boolean "'Use the maximum Y value'"
-LimitLocationConstraint.use_maximum_z -> use_max_z: boolean "'Use the maximum Z value'"
-LimitLocationConstraint.use_minimum_x -> use_min_x: boolean "'Use the minimum X value'"
-LimitLocationConstraint.use_minimum_y -> use_min_y: boolean "'Use the minimum Y value'"
-LimitLocationConstraint.use_minimum_z -> use_min_z: boolean "'Use the minimum Z value'"
-LimitRotationConstraint.limit_transform -> limit_transform: boolean "'Transforms are affected by this constraint as well'"
-LimitRotationConstraint.maximum_x -> max_x: float "'Highest X value to allow'"
-LimitRotationConstraint.maximum_y -> max_y: float "'Highest Y value to allow'"
-LimitRotationConstraint.maximum_z -> max_z: float "'Highest Z value to allow'"
-LimitRotationConstraint.minimum_x -> min_x: float "'Lowest X value to allow'"
-LimitRotationConstraint.minimum_y -> min_y: float "'Lowest Y value to allow'"
-LimitRotationConstraint.minimum_z -> min_z: float "'Lowest Z value to allow'"
-LimitRotationConstraint.use_limit_x -> use_limit_x: boolean "'Use the minimum X value'"
-LimitRotationConstraint.use_limit_y -> use_limit_y: boolean "'Use the minimum Y value'"
-LimitRotationConstraint.use_limit_z -> use_limit_z: boolean "'Use the minimum Z value'"
-LimitScaleConstraint.limit_transform -> limit_transform: boolean "'Transforms are affected by this constraint as well'"
-LimitScaleConstraint.maximum_x -> max_x: float "'Highest X value to allow'"
-LimitScaleConstraint.maximum_y -> max_y: float "'Highest Y value to allow'"
-LimitScaleConstraint.maximum_z -> max_z: float "'Highest Z value to allow'"
-LimitScaleConstraint.minimum_x -> min_x: float "'Lowest X value to allow'"
-LimitScaleConstraint.minimum_y -> min_y: float "'Lowest Y value to allow'"
-LimitScaleConstraint.minimum_z -> min_z: float "'Lowest Z value to allow'"
-LimitScaleConstraint.use_maximum_x -> use_max_x: boolean "'Use the maximum X value'"
-LimitScaleConstraint.use_maximum_y -> use_max_y: boolean "'Use the maximum Y value'"
-LimitScaleConstraint.use_maximum_z -> use_max_z: boolean "'Use the maximum Z value'"
-LimitScaleConstraint.use_minimum_x -> use_min_x: boolean "'Use the minimum X value'"
-LimitScaleConstraint.use_minimum_y -> use_min_y: boolean "'Use the minimum Y value'"
-LimitScaleConstraint.use_minimum_z -> use_min_z: boolean "'Use the minimum Z value'"
-LockedTrackConstraint.lock -> lock: enum "'Axis that points upward'"
-LockedTrackConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
-LockedTrackConstraint.target -> target: pointer "'Target Object'"
-LockedTrackConstraint.track -> track: enum "'Axis that points to the target object'"
Macro.bl_description -> bl_description: string "'NO DESCRIPTION'"
Macro.bl_idname -> bl_idname: string "'NO DESCRIPTION'"
Macro.bl_label -> bl_label: string "'NO DESCRIPTION'"
Macro.bl_options -> bl_options: enum "'Options for this operator type'"
Macro.name -> name: string, "'(read-only)'"
Macro.properties -> properties: pointer, "'(read-only)'"
-MagicTexture.noise_depth -> noise_depth: int "'Sets the depth of the cloud calculation'"
-MagicTexture.turbulence -> turbulence: float "'Sets the turbulence of the bandnoise and ringnoise types'"
Main.actions -> actions: collection, "'(read-only) Action datablocks.'"
Main.armatures -> armatures: collection, "'(read-only) Armature datablocks.'"
Main.brushes -> brushes: collection, "'(read-only) Brush datablocks.'"
@@ -1604,98 +2054,6 @@ Main.texts -> texts: collection, "'(read-only) Text datablocks.'"
Main.textures -> textures: collection, "'(read-only) Texture datablocks.'"
Main.window_managers -> window_managers: collection, "'(read-only) Window manager datablocks.'"
Main.worlds -> worlds: collection, "'(read-only) World datablocks.'"
-MaintainVolumeConstraint.axis -> axis: enum "'The free scaling axis of the object'"
-MaintainVolumeConstraint.volume -> volume: float "'Volume of the bone at rest'"
-MarbleTexture.nabla -> nabla: float "'Size of derivative offset used for calculating normal'"
-MarbleTexture.noise_basis -> noise_basis: enum "'Sets the noise basis used for turbulence'"
-MarbleTexture.noise_depth -> noise_depth: int "'Sets the depth of the cloud calculation'"
-MarbleTexture.noise_size -> noise_size: float "'Sets scaling for noise input'"
-MarbleTexture.noise_type -> noise_type: enum "'NO DESCRIPTION'"
-MarbleTexture.noisebasis2 -> noisebasis2: enum "'NO DESCRIPTION'"
-MarbleTexture.stype -> stype: enum "'NO DESCRIPTION'"
-MarbleTexture.turbulence -> turbulence: float "'Sets the turbulence of the bandnoise and ringnoise types'"
-MaskModifier.armature -> armature: pointer "'Armature to use as source of bones to mask'"
-MaskModifier.invert -> invert_vertex_group: boolean "'Use vertices that are not part of region defined'"
-MaskModifier.mode -> mode: enum "'NO DESCRIPTION'"
-MaskModifier.vertex_group -> vertex_group: string "'Vertex group name'"
-Material.active_node_material -> active_node_material: pointer "'Active node material'"
-Material.active_texture -> active_texture: pointer "'Active texture slot being displayed'"
-Material.active_texture_index -> active_texture_index: int "'Index of active texture slot'"
-Material.alpha -> alpha: float "'Alpha transparency of the material'"
-Material.ambient -> ambient: float "'Amount of global ambient color the material receives'"
-Material.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
-Material.cast_approximate -> use_cast_approximate: boolean "'Allow this material to cast shadows when using approximate ambient occlusion.'"
-Material.cast_buffer_shadows -> use_cast_buffer_shadows: boolean "'Allow this material to cast shadows from shadow buffer lamps'"
-Material.cast_shadows_only -> use_cast_shadows_only: boolean "'Makes objects with this material appear invisible, only casting shadows (not rendered)'"
-Material.cubic -> use_cubic: boolean "'Use cubic interpolation for diffuse values, for smoother transitions'"
-Material.darkness -> darkness: float "'Minnaert darkness'"
-Material.diffuse_color -> diffuse_color: float "'NO DESCRIPTION'"
-Material.diffuse_fresnel -> diffuse_fresnel: float "'Power of Fresnel'"
-Material.diffuse_fresnel_factor -> diffuse_fresnel_factor: float "'Blending factor of Fresnel'"
-Material.diffuse_intensity -> diffuse_intensity: float "'Amount of diffuse reflection'"
-Material.diffuse_ramp -> diffuse_ramp: pointer, "'(read-only) Color ramp used to affect diffuse shading'"
-Material.diffuse_ramp_blend -> diffuse_ramp_blend: enum "'NO DESCRIPTION'"
-Material.diffuse_ramp_factor -> diffuse_ramp_factor: float "'Blending factor (also uses alpha in Colorband)'"
-Material.diffuse_ramp_input -> diffuse_ramp_input: enum "'NO DESCRIPTION'"
-Material.diffuse_shader -> diffuse_shader: enum "'NO DESCRIPTION'"
-Material.diffuse_toon_size -> diffuse_toon_size: float "'Size of diffuse toon area'"
-Material.diffuse_toon_smooth -> diffuse_toon_smooth: float "'Smoothness of diffuse toon area'"
-Material.emit -> emit: float "'Amount of light to emit'"
-NEGATE * Material.exclude_mist -> use_mist: boolean "'Excludes this material from mist effects (in world settings)'"
-Material.face_texture -> use_face_texture: boolean '"Replaces the object\'s base color with color from face assigned image textures"'
-Material.face_texture_alpha -> use_face_texture_alpha: boolean '"Replaces the object\'s base alpha value with alpha from face assigned image textures"'
-Material.full_oversampling -> use_full_oversampling: boolean "'Force this material to render full shading/textures for all anti-aliasing samples'"
-Material.halo -> halo: pointer, "'(read-only) Halo settings for the material'"
-Material.invert_z -> invert_z: boolean '"Renders material\'s faces with an inverted Z buffer (scanline only)"'
-Material.light_group -> light_group: pointer "'Limit lighting to lamps in this Group'"
-Material.light_group_exclusive -> use_light_group_exclusive: boolean "'Material uses the light group exclusively - these lamps are excluded from other scene lighting'"
-Material.mirror_color -> mirror_color: float "'Mirror color of the material'"
-Material.node_tree -> node_tree: pointer, "'(read-only) Node tree for node based materials'"
-Material.object_color -> use_object_color: boolean "'Modulate the result with a per-object color'"
-Material.only_shadow -> use_only_shadow: boolean '"Renders shadows as the material\'s alpha value, making materials transparent except for shadowed areas"'
-Material.physics -> physics: pointer, "'(read-only) Game physics settings'"
-Material.preview_render_type -> preview_render_type: enum "'Type of preview render'"
-Material.ray_shadow_bias -> use_ray_shadow_bias: boolean "'Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)'"
-Material.raytrace_mirror -> raytrace_mirror: pointer, "'(read-only) Raytraced reflection settings for the material'"
-Material.raytrace_transparency -> raytrace_transparency: pointer, "'(read-only) Raytraced transparency settings for the material'"
-Material.receive_transparent_shadows -> use_transparent_shadows: boolean "'Allow this object to receive transparent shadows casted through other objects'"
-Material.roughness -> rough: float "'Oren-Nayar Roughness'"
-Material.shadeless -> use_shadeless: boolean "'Makes this material insensitive to light or shadow'"
-Material.shadow_buffer_bias -> shadow_buffer_bias: float "'Factor to multiply shadow buffer bias with (0 is ignore.)'"
-Material.shadow_casting_alpha -> shadow_cast_alpha: float "'Shadow casting alpha, in use for Irregular and Deep shadow buffer'"
-Material.shadow_ray_bias -> shadow_ray_bias: float "'Shadow raytracing bias to prevent terminator problems on shadow boundary'"
-Material.shadows -> use_shadows: boolean "'Allows this material to receive shadows'"
-Material.specular_alpha -> specular_alpha: float "'Alpha transparency for specular areas'"
-Material.specular_color -> specular_color: float "'Specular color of the material'"
-Material.specular_hardness -> specular_hard: int "'NO DESCRIPTION'"
-Material.specular_intensity -> specular_intensity: float "'NO DESCRIPTION'"
-Material.specular_ior -> specular_ior: float "'NO DESCRIPTION'"
-Material.specular_ramp -> specular_ramp: pointer, "'(read-only) Color ramp used to affect specular shading'"
-Material.specular_ramp_blend -> specular_ramp_blend: enum "'NO DESCRIPTION'"
-Material.specular_ramp_factor -> specular_ramp_factor: float "'Blending factor (also uses alpha in Colorband)'"
-Material.specular_ramp_input -> specular_ramp_input: enum "'NO DESCRIPTION'"
-Material.specular_shader -> specular_shader: enum "'NO DESCRIPTION'"
-Material.specular_slope -> specular_slope: float "'The standard deviation of surface slope'"
-Material.specular_toon_size -> specular_toon_size: float "'Size of specular toon area'"
-Material.specular_toon_smooth -> specular_toon_smooth: float "'Smoothness of specular toon area'"
-Material.strand -> strand: pointer, "'(read-only) Strand settings for the material'"
-Material.subsurface_scattering -> subsurface_scattering: pointer, "'(read-only) Subsurface scattering settings for the material'"
-Material.tangent_shading -> use_tangent_shading: boolean '"Use the material\'s tangent vector instead of the normal for shading - for anisotropic shading effects"'
-Material.texture_slots -> texture_slots: collection, "'(read-only) Texture slots defining the mapping and influence of textures'"
-Material.traceable -> use_traceable: boolean "'Include this material and geometry that uses it in ray tracing calculations'"
-Material.translucency -> translucency: float "'Amount of diffuse shading on the back side'"
-Material.transparency -> use_transparency: boolean "'Render material as transparent'"
-Material.transparency_method -> transparency_method: enum "'Method to use for rendering transparency'"
-Material.type -> type: enum "'Material type defining how the object is rendered'"
-Material.use_diffuse_ramp -> use_diffuse_ramp: boolean "'Toggle diffuse ramp operations'"
-Material.use_nodes -> use_nodes: boolean "'Use shader nodes to render the material'"
-Material.use_sky -> use_sky: boolean "'Renders this material with zero alpha, with sky background in place (scanline only)'"
-Material.use_specular_ramp -> use_specular_ramp: boolean "'Toggle specular ramp operations'"
-Material.use_textures -> use_textures: boolean "'Enable/Disable each texture'"
-Material.vertex_color_light -> use_vertex_color_light: boolean "'Add vertex colors as additional lighting'"
-Material.vertex_color_paint -> use_vertex_color_paint: boolean '"Replaces object base color with vertex colors (multiplies with \'texture face\' face assigned textures)"'
-Material.volume -> volume: pointer, "'(read-only) Volume settings for the material'"
-Material.z_offset -> z_offset: float "'Gives faces an artificial offset in the Z buffer for Z transparency'"
MaterialHalo.add -> add: float "'Sets the strength of the add effect'"
MaterialHalo.flare_boost -> flare_boost: float "'Gives the flare extra strength'"
MaterialHalo.flare_mode -> use_flare_mode: boolean "'Renders halo as a lensflare'"
@@ -1767,60 +2125,6 @@ MaterialSubsurfaceScattering.ior -> ior: float "'Index of refraction (higher
MaterialSubsurfaceScattering.radius -> radius: float "'Mean red/green/blue scattering path length'"
MaterialSubsurfaceScattering.scale -> scale: float "'Object scale factor'"
MaterialSubsurfaceScattering.texture_factor -> texture_factor: float "'Texture scatting blend factor'"
-MaterialTextureSlot.alpha_factor -> alpha_factor: float "'Amount texture affects alpha'"
-MaterialTextureSlot.ambient_factor -> ambient_factor: float "'Amount texture affects ambient'"
-MaterialTextureSlot.colordiff_factor -> colordiff_factor: float "'Amount texture affects diffuse color'"
-MaterialTextureSlot.coloremission_factor -> coloremission_factor: float "'Amount texture affects emission color'"
-MaterialTextureSlot.colorreflection_factor -> colorreflection_factor: float "'Amount texture affects color of out-scattered light'"
-MaterialTextureSlot.colorspec_factor -> colorspec_factor: float "'Amount texture affects specular color'"
-MaterialTextureSlot.colortransmission_factor -> colortransmission_factor: float "'Amount texture affects result color after light has been scattered/absorbed'"
-MaterialTextureSlot.density_factor -> density_factor: float "'Amount texture affects density'"
-MaterialTextureSlot.diffuse_factor -> diffuse_factor: float "'Amount texture affects diffuse reflectivity'"
-MaterialTextureSlot.displacement_factor -> displacement_factor: float "'Amount texture displaces the surface'"
-MaterialTextureSlot.emission_factor -> emission_factor: float "'Amount texture affects emission'"
-MaterialTextureSlot.emit_factor -> emit_factor: float "'Amount texture affects emission'"
-MaterialTextureSlot.enabled -> use: boolean "'Enable this material texture slot'"
-MaterialTextureSlot.from_dupli -> use_from_dupli: boolean '"Dupli\'s instanced from verts, faces or particles, inherit texture coordinate from their parent"'
-MaterialTextureSlot.from_original -> use_from_original: boolean '"Dupli\'s derive their object coordinates from the original objects transformation"'
-MaterialTextureSlot.hardness_factor -> hard_factor: float "'Amount texture affects hardness'"
-MaterialTextureSlot.map_alpha -> use_map_alpha: boolean "'Causes the texture to affect the alpha value'"
-MaterialTextureSlot.map_ambient -> use_map_ambient: boolean "'Causes the texture to affect the value of ambient'"
-MaterialTextureSlot.map_colordiff -> use_map_colordiff: boolean "'Causes the texture to affect basic color of the material'"
-MaterialTextureSlot.map_coloremission -> use_map_coloremission: boolean "'Causes the texture to affect the color of emission'"
-MaterialTextureSlot.map_colorreflection -> use_map_colorreflection: boolean "'Causes the texture to affect the color of scattered light'"
-MaterialTextureSlot.map_colorspec -> use_map_colorspec: boolean "'Causes the texture to affect the specularity color'"
-MaterialTextureSlot.map_colortransmission -> use_map_colortransmission: boolean "'Causes the texture to affect the result color after other light has been scattered/absorbed'"
-MaterialTextureSlot.map_density -> use_map_density: boolean '"Causes the texture to affect the volume\'s density"'
-MaterialTextureSlot.map_diffuse -> use_map_diffuse: boolean "'Causes the texture to affect the value of the materials diffuse reflectivity'"
-MaterialTextureSlot.map_displacement -> use_map_displacement: boolean "'Let the texture displace the surface'"
-MaterialTextureSlot.map_emission -> use_map_emission: boolean '"Causes the texture to affect the volume\'s emission"'
-MaterialTextureSlot.map_emit -> use_map_emit: boolean "'Causes the texture to affect the emit value'"
-MaterialTextureSlot.map_hardness -> use_map_hardness: boolean "'Causes the texture to affect the hardness value'"
-MaterialTextureSlot.map_mirror -> use_map_mirror: boolean "'Causes the texture to affect the mirror color'"
-MaterialTextureSlot.map_normal -> use_map_normal: boolean "'Causes the texture to affect the rendered normal'"
-MaterialTextureSlot.map_raymir -> use_map_raymir: boolean "'Causes the texture to affect the ray-mirror value'"
-MaterialTextureSlot.map_reflection -> use_map_reflect: boolean '"Causes the texture to affect the reflected light\'s brightness"'
-MaterialTextureSlot.map_scattering -> use_map_scatter: boolean '"Causes the texture to affect the volume\'s scattering"'
-MaterialTextureSlot.map_specular -> use_map_specular: boolean "'Causes the texture to affect the value of specular reflectivity'"
-MaterialTextureSlot.map_translucency -> use_map_translucency: boolean "'Causes the texture to affect the translucency value'"
-MaterialTextureSlot.map_warp -> use_map_warp: boolean "'Let the texture warp texture coordinates of next channels'"
-MaterialTextureSlot.mapping -> mapping: enum "'NO DESCRIPTION'"
-MaterialTextureSlot.mirror_factor -> mirror_factor: float "'Amount texture affects mirror color'"
-MaterialTextureSlot.new_bump -> use_new_bump: boolean "'Use new, corrected bump mapping code (backwards compatibility option)'"
-MaterialTextureSlot.normal_factor -> normal_factor: float "'Amount texture affects normal values'"
-MaterialTextureSlot.normal_map_space -> normal_map_space: enum "'NO DESCRIPTION'"
-MaterialTextureSlot.object -> object: pointer "'Object to use for mapping with Object texture coordinates'"
-MaterialTextureSlot.raymir_factor -> raymir_factor: float "'Amount texture affects ray mirror'"
-MaterialTextureSlot.reflection_factor -> reflection_factor: float "'Amount texture affects brightness of out-scattered light'"
-MaterialTextureSlot.scattering_factor -> scattering_factor: float "'Amount texture affects scattering'"
-MaterialTextureSlot.specular_factor -> specular_factor: float "'Amount texture affects specular reflectivity'"
-MaterialTextureSlot.texture_coordinates -> texture_coordinates: enum "'NO DESCRIPTION'"
-MaterialTextureSlot.translucency_factor -> translucency_factor: float "'Amount texture affects translucency'"
-MaterialTextureSlot.uv_layer -> uv_layer: string "'UV layer to use for mapping with UV texture coordinates'"
-MaterialTextureSlot.warp_factor -> warp_factor: float "'Amount texture affects texture coordinates of next channels'"
-MaterialTextureSlot.x_mapping -> x_mapping: enum "'NO DESCRIPTION'"
-MaterialTextureSlot.y_mapping -> y_mapping: enum "'NO DESCRIPTION'"
-MaterialTextureSlot.z_mapping -> z_mapping: enum "'NO DESCRIPTION'"
MaterialVolume.asymmetry -> asymmetry: float "'Back scattering (-1.0) to Forward scattering (1.0) and the range in between'"
MaterialVolume.cache_resolution -> cache_resolution: int "'Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory'"
MaterialVolume.density -> density: float "'The base density of the volume'"
@@ -1843,52 +2147,6 @@ MaterialVolume.transmission_color -> transmission_color: float "'Result color
Menu.bl_idname -> bl_idname: string "'NO DESCRIPTION'"
Menu.bl_label -> bl_label: string "'NO DESCRIPTION'"
Menu.layout -> layout: pointer, "'(read-only)'"
-Mesh.active_uv_texture -> active_uv_texture: pointer "'Active UV texture'"
-Mesh.active_uv_texture_index -> active_uv_texture_index: int "'Active UV texture index'"
-Mesh.active_vertex_color -> active_vertex_color: pointer "'Active vertex color layer'"
-Mesh.active_vertex_color_index -> active_vertex_color_index: int "'Active vertex color index'"
-Mesh.all_edges -> show_all_edges: boolean "'Displays all edges for wireframe in all view modes in the 3D view'"
-Mesh.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
-Mesh.auto_texspace -> use_auto_texspace: boolean '"Adjusts active object\'s texture space automatically when transforming object"'
-Mesh.autosmooth -> use_autosmooth: boolean '"Treats all set-smoothed faces with angles less than the specified angle as \'smooth\' during render"'
-Mesh.autosmooth_angle -> autosmooth_angle: int '"Defines maximum angle between face normals that \'Auto Smooth\' will operate on"'
-Mesh.double_sided -> show_double_sided: boolean "'Render/display the mesh with double or single sided lighting'"
-Mesh.draw_bevel_weights -> show_bevel_weights: boolean "'Displays weights created for the Bevel modifier'"
-Mesh.draw_creases -> show_creases: boolean "'Displays creases created for subsurf weighting'"
-Mesh.draw_edge_angle -> show_edge_angle: boolean "'Displays the angles in the selected edges in degrees'"
-Mesh.draw_edge_length -> show_edge_length: boolean "'Displays selected edge lengths, Using global values when set in the transform panel'"
-Mesh.draw_edges -> show_edges: boolean "'Displays selected edges using highlights in the 3D view and UV editor'"
-Mesh.draw_face_area -> show_face_area: boolean "'Displays the area of selected faces'"
-Mesh.draw_faces -> show_faces: boolean "'Displays all faces as shades in the 3D view and UV editor'"
-Mesh.draw_normals -> show_normals: boolean "'Displays face normals as lines'"
-Mesh.draw_seams -> show_seams: boolean "'Displays UV unwrapping seams'"
-Mesh.draw_sharp -> show_sharp: boolean "'Displays sharp edges, used with the EdgeSplit modifier'"
-Mesh.draw_vertex_normals -> show_vertex_normals: boolean "'Displays vertex normals as lines'"
-Mesh.edges -> edges: collection, "'(read-only) Edges of the mesh'"
-Mesh.faces -> faces: collection, "'(read-only) Faces of the mesh'"
-Mesh.float_layers -> float_layers: collection, "'(read-only)'"
-Mesh.int_layers -> int_layers: collection, "'(read-only)'"
-Mesh.materials -> materials: collection, "'(read-only)'"
-Mesh.shape_keys -> shape_keys: pointer, "'(read-only)'"
-Mesh.sticky -> sticky: collection, "'(read-only) Sticky texture coordinates'"
-Mesh.string_layers -> string_layers: collection, "'(read-only)'"
-Mesh.texco_mesh -> texco_mesh: pointer "'Derive texture coordinates from another mesh'"
-Mesh.texspace_loc -> texspace_loc: float "'Texture space location'"
-Mesh.texspace_size -> texspace_size: float "'Texture space size'"
-Mesh.texture_mesh -> texture_mesh: pointer "'Use another mesh for texture indices (vertex indices must be aligned)'"
-Mesh.total_edge_sel -> total_edge_sel: int, "'(read-only) Selected edge count in editmode'"
-Mesh.total_face_sel -> total_face_sel: int, "'(read-only) Selected face count in editmode'"
-Mesh.total_vert_sel -> total_vert_sel: int, "'(read-only) Selected vertex count in editmode'"
-Mesh.use_mirror_topology -> use_mirror_topology: boolean "'Use topology based mirroring'"
-Mesh.use_mirror_x -> use_mirror_x: boolean "'X Axis mirror editing'"
-Mesh.use_paint_mask -> use_paint_mask: boolean "'Face selection masking for painting'"
-Mesh.uv_texture_clone -> uv_texture_clone: pointer "'UV texture to be used as cloning source'"
-Mesh.uv_texture_clone_index -> uv_texture_clone_index: int "'Clone UV texture index'"
-Mesh.uv_texture_stencil -> uv_texture_stencil: pointer "'UV texture to mask the painted area'"
-Mesh.uv_texture_stencil_index -> uv_texture_stencil_index: int "'Mask UV texture index'"
-Mesh.uv_textures -> uv_textures: collection, "'(read-only)'"
-Mesh.vertex_colors -> vertex_colors: collection, "'(read-only)'"
-Mesh.verts -> verts: collection, "'(read-only) Vertices of the mesh'"
MeshColor.color1 -> color1: float "'NO DESCRIPTION'"
MeshColor.color2 -> color2: float "'NO DESCRIPTION'"
MeshColor.color3 -> color3: float "'NO DESCRIPTION'"
@@ -1897,12 +2155,6 @@ MeshColorLayer.active -> active: boolean "'Sets the layer as active for displ
MeshColorLayer.active_render -> active_render: boolean "'Sets the layer as active for rendering'"
MeshColorLayer.data -> data: collection, "'(read-only)'"
MeshColorLayer.name -> name: string "'NO DESCRIPTION'"
-MeshDeformModifier.dynamic -> use_dynamic_bind: boolean "'Recompute binding dynamically on top of other deformers (slower and more memory consuming.)'"
-MeshDeformModifier.invert -> invert_vertex_group: boolean "'Invert vertex group influence'"
-MeshDeformModifier.is_bound -> is_bound: boolean, "'(read-only) Whether geometry has been bound to control cage'"
-MeshDeformModifier.object -> object: pointer "'Mesh object to deform with'"
-MeshDeformModifier.precision -> precision: int "'The grid size for binding'"
-MeshDeformModifier.vertex_group -> vertex_group: string "'Vertex group name'"
MeshEdge.bevel_weight -> bevel_weight: float "'Weight used by the Bevel modifier'"
MeshEdge.crease -> crease: float "'Weight used by the Subsurf modifier for creasing'"
MeshEdge.fgon -> is_fgon: boolean, "'(read-only) Fgon edge'"
@@ -1968,23 +2220,6 @@ MeshVertex.hide -> hide: boolean "'NO DESCRIPTION'"
MeshVertex.index -> index: int, "'(read-only) Index number of the vertex'"
MeshVertex.normal -> normal: float "'Vertex Normal'"
MeshVertex.select -> select: boolean "'NO DESCRIPTION'"
-MessageActuator.body_message -> body_message: string "'Optional message body Text'"
-MessageActuator.body_property -> body_property: string "'The message body will be set by the Property Value'"
-MessageActuator.body_type -> body_type: enum "'Toggle message type: either Text or a PropertyName'"
-MessageActuator.subject -> subject: string "'Optional message subject. This is what can be filtered on'"
-MessageActuator.to_property -> to_property: string "'Optional send message to objects with this name only, or empty to broadcast'"
-MessageSensor.subject -> subject: string "'Optional subject filter: only accept messages with this subject, or empty for all'"
-MetaBall.active_element -> active_element: pointer, "'(read-only) Last selected element'"
-MetaBall.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
-MetaBall.auto_texspace -> use_auto_texspace: boolean '"Adjusts active object\'s texture space automatically when transforming object"'
-MetaBall.elements -> elements: collection, "'(read-only) Meta elements'"
-MetaBall.flag -> flag: enum "'Metaball edit update behavior'"
-MetaBall.materials -> materials: collection, "'(read-only)'"
-MetaBall.render_size -> render_size: float "'Polygonization resolution in rendering'"
-MetaBall.texspace_loc -> texspace_loc: float "'Texture space location'"
-MetaBall.texspace_size -> texspace_size: float "'Texture space size'"
-MetaBall.threshold -> threshold: float "'Influence of meta elements'"
-MetaBall.wire_size -> wire_size: float "'Polygonization resolution in the 3D viewport'"
MetaElement.hide -> hide: boolean "'Hide element'"
MetaElement.location -> location: float "'NO DESCRIPTION'"
MetaElement.negative -> use_negative: boolean "'Set metaball as negative one'"
@@ -1995,37 +2230,6 @@ MetaElement.size_y -> size_y: float "'Size of element, use of components depe
MetaElement.size_z -> size_z: float "'Size of element, use of components depends on element type'"
MetaElement.stiffness -> stiffness: float "'Stiffness defines how much of the element to fill'"
MetaElement.type -> type: enum "'Metaball types'"
-MetaSequence.animation_end_offset -> animation_end_offset: int "'Animation end offset (trim end)'"
-MetaSequence.animation_start_offset -> animation_start_offset: int "'Animation start offset (trim start)'"
-MetaSequence.color_balance -> color_balance: pointer, "'(read-only)'"
-MetaSequence.color_saturation -> color_saturation: float "'NO DESCRIPTION'"
-MetaSequence.convert_float -> use_float: boolean "'Convert input to float data'"
-MetaSequence.crop -> crop: pointer, "'(read-only)'"
-MetaSequence.de_interlace -> use_deinterlace: boolean "'For video movies to remove fields'"
-MetaSequence.flip_x -> use_flip_x: boolean "'Flip on the X axis'"
-MetaSequence.flip_y -> use_flip_y: boolean "'Flip on the Y axis'"
-MetaSequence.multiply_colors -> multiply_colors: float "'NO DESCRIPTION'"
-MetaSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'"
-MetaSequence.proxy -> proxy: pointer, "'(read-only)'"
-MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "'Use a custom directory to store data'"
-MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean "'Use a custom file to read proxy data from'"
-MetaSequence.reverse_frames -> use_reverse_frames: boolean "'Reverse frame order'"
-MetaSequence.sequences -> sequences: collection, "'(read-only)'"
-MetaSequence.strobe -> strobe: float "'Only display every nth frame'"
-MetaSequence.transform -> transform: pointer, "'(read-only)'"
-MetaSequence.use_color_balance -> use_color_balance: boolean "'(3-Way color correction) on input'"
-MetaSequence.use_crop -> use_crop: boolean "'Crop image before processing'"
-MetaSequence.use_proxy -> use_proxy: boolean "'Use a preview proxy for this strip'"
-MetaSequence.use_translation -> use_translation: boolean "'Translate image before processing'"
-MirrorModifier.clip -> use_clip: boolean "'Prevents vertices from going through the mirror during transform'"
-MirrorModifier.merge_limit -> merge_limit: float "'Distance from axis within which mirrored vertices are merged'"
-MirrorModifier.mirror_object -> mirror_object: pointer "'Object to use as mirror'"
-MirrorModifier.mirror_u -> use_mirror_u: boolean "'Mirror the U texture coordinate around the 0.5 point'"
-MirrorModifier.mirror_v -> use_mirror_v: boolean "'Mirror the V texture coordinate around the 0.5 point'"
-MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups: boolean "'Mirror vertex groups (e.g. .R->.L)'"
-MirrorModifier.x -> use_x: boolean "'Enable X axis mirror'"
-MirrorModifier.y -> use_y: boolean "'Enable Y axis mirror'"
-MirrorModifier.z -> use_z: boolean "'Enable Z axis mirror'"
Modifier.editmode -> show_in_editmode: boolean "'Use modifier while in the edit mode'"
Modifier.expanded -> show_expanded: boolean "'Set modifier expanded in the user interface'"
Modifier.name -> name: string "'Modifier name'"
@@ -2033,6 +2237,218 @@ Modifier.on_cage -> show_on_cage: boolean "'Enable direct editing of modifier
Modifier.realtime -> show_realtime: boolean "'Realtime display of a modifier'"
Modifier.render -> use_render: boolean "'Use modifier during rendering'"
Modifier.type -> type: enum, "'(read-only)'"
++ * Modifier|ArmatureModifier.invert -> invert_vertex_group: boolean "'Invert vertex group influence'"
++ * Modifier|ArmatureModifier.multi_modifier -> use_multi_modifier: boolean "'Use same input as previous modifier, and mix results using overall vgroup'"
++ * Modifier|ArmatureModifier.object -> object: pointer "'Armature object to deform with'"
++ * Modifier|ArmatureModifier.quaternion -> use_deform_preserve_volume: boolean "'Deform rotation interpolation with quaternions'"
++ * Modifier|ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean "'NO DESCRIPTION'"
++ * Modifier|ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean "'NO DESCRIPTION'"
++ * Modifier|ArmatureModifier.vertex_group -> vertex_group: string "'Vertex group name'"
++ * Modifier|ArrayModifier.add_offset_object -> use_object_offset: boolean '"Add another object\'s transformation to the total offset"'
++ * Modifier|ArrayModifier.constant_offset -> use_constant_offset: boolean "'Add a constant offset'"
++ * Modifier|ArrayModifier.constant_offset_displacement -> constant_offset_displace: float "'NO DESCRIPTION'"
+CHECK WITH SIMILAR * 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.fit_type -> fit_type: enum "'Array length calculation method'"
++ * Modifier|ArrayModifier.length -> fit_length: float "'Length to fit array within'"
++ * Modifier|ArrayModifier.merge_adjacent_vertices -> use_merge_vertices: boolean "'Merge vertices in adjacent duplicates'"
++ * Modifier|ArrayModifier.merge_distance -> merge_threshold: float "'Limit below which to merge vertices'"
++ * Modifier|ArrayModifier.merge_end_vertices -> use_merge_vertices_cap: boolean "'Merge vertices in first and last duplicates'"
++ * Modifier|ArrayModifier.offset_object -> offset_object: pointer "'NO DESCRIPTION'"
++ * Modifier|ArrayModifier.relative_offset -> use_relative_offset: boolean '"Add an offset relative to the object\'s bounding box"'
++ * Modifier|ArrayModifier.relative_offset_displacement -> relative_offset_displace: float "'NO DESCRIPTION'"
++ * Modifier|ArrayModifier.start_cap -> start_cap: pointer "'Mesh object to use as a start cap'"
++ * Modifier|BevelModifier.angle -> 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.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.frame_start -> frame_start: float "'Specify the start frame of the effect'"
++ * Modifier|BuildModifier.length -> frame_length: float "'Specify the total time the build effect requires'"
++ * Modifier|BuildModifier.randomize -> use_random_order: boolean "'Randomize the faces or edges during build'"
++ * Modifier|BuildModifier.seed -> seed: int "'Specify the seed for random if used'"
++ * Modifier|CastModifier.cast_type -> cast_type: enum "'NO DESCRIPTION'"
++ * Modifier|CastModifier.factor -> factor: float "'NO DESCRIPTION'"
++ * Modifier|CastModifier.from_radius -> use_radius_as_size: boolean "'Use radius as size of projection shape (0 = auto)'"
++ * Modifier|CastModifier.object -> object: pointer "'Control object: if available, its location determines the center of the effect'"
++ * Modifier|CastModifier.radius -> radius: float "'Only deform vertices within this distance from the center of the effect (leave as 0 for infinite.)'"
++ * Modifier|CastModifier.size -> size: float "'Size of projection shape (leave as 0 for auto.)'"
++ * Modifier|CastModifier.use_transform -> use_transform: boolean "'Use object transform to control projection shape'"
++ * Modifier|CastModifier.vertex_group -> vertex_group: string "'Vertex group name'"
++ * 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|ClothModifier.collision_settings -> collision_settings: pointer, "'(read-only)'"
++ * Modifier|ClothModifier.point_cache -> point_cache: pointer, "'(read-only)'"
++ * Modifier|ClothModifier.settings -> settings: pointer, "'(read-only)'"
++ * Modifier|CollisionModifier.settings -> settings: pointer, "'(read-only)'"
+Modifier|CurveModifier.deform_axis -> deform_axis: enum "'The axis that the curve deforms along'"
+Modifier|CurveModifier.object -> object: pointer "'Curve object to deform with'"
+Modifier|CurveModifier.vertex_group -> vertex_group: string "'Vertex group name'"
+Modifier|DecimateModifier.face_count -> face_count: int, "'(read-only) The current number of faces in the decimated mesh'"
+Modifier|DecimateModifier.ratio -> ratio: float "'Defines the ratio of triangles to reduce to'"
+Modifier|DisplaceModifier.direction -> direction: enum "'NO DESCRIPTION'"
+Modifier|DisplaceModifier.midlevel -> midlevel: float "'Material value that gives no displacement'"
+Modifier|DisplaceModifier.strength -> strength: float "'NO DESCRIPTION'"
+Modifier|DisplaceModifier.texture -> texture: pointer "'NO DESCRIPTION'"
+Modifier|DisplaceModifier.texture_coordinate_object -> texture_coordinate_object: pointer "'NO DESCRIPTION'"
+Modifier|DisplaceModifier.texture_coordinates -> texture_coordinates: enum "'NO DESCRIPTION'"
+Modifier|DisplaceModifier.uv_layer -> uv_layer: string "'UV layer name'"
+Modifier|DisplaceModifier.vertex_group -> vertex_group: string "'Vertex group name'"
+Modifier|EdgeSplitModifier.split_angle -> split_angle: float "'Angle above which to split edges'"
+Modifier|EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean "'Split edges with high angle between faces'"
+Modifier|EdgeSplitModifier.use_sharp -> use_edge_sharp: boolean "'Split edges that are marked as sharp'"
+Modifier|ExplodeModifier.alive -> show_alive: boolean "'Show mesh when particles are alive'"
+Modifier|ExplodeModifier.dead -> show_dead: boolean "'Show mesh when particles are dead'"
+Modifier|ExplodeModifier.protect -> protect: float "'Clean vertex group edges'"
+Modifier|ExplodeModifier.size -> use_size: boolean "'Use particle size for the shrapnel'"
+Modifier|ExplodeModifier.split_edges -> use_edge_split: boolean "'Split face edges for nicer shrapnel'"
+Modifier|ExplodeModifier.unborn -> show_unborn: boolean "'Show mesh when particles are unborn'"
+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'"
+Modifier|HookModifier.force -> force: float "'Relative force of the hook'"
+Modifier|HookModifier.object -> object: pointer "'Parent Object for hook, also recalculates and clears offset'"
+Modifier|HookModifier.subtarget -> subtarget: string "'Name of Parent Bone for hook (if applicable), also recalculates and clears offset'"
+Modifier|HookModifier.vertex_group -> vertex_group: string "'Vertex group name'"
+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.mode -> mode: enum "'NO DESCRIPTION'"
+Modifier|MaskModifier.vertex_group -> vertex_group: string "'Vertex group name'"
+Modifier|MeshDeformModifier.dynamic -> use_dynamic_bind: boolean "'Recompute binding dynamically on top of other deformers (slower and more memory consuming.)'"
+Modifier|MeshDeformModifier.invert -> 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.vertex_group -> vertex_group: string "'Vertex group name'"
+Modifier|MirrorModifier.clip -> use_clip: boolean "'Prevents vertices from going through the mirror during transform'"
+Modifier|MirrorModifier.merge_limit -> merge_limit: float "'Distance from axis within which mirrored vertices are merged'"
+Modifier|MirrorModifier.mirror_object -> mirror_object: pointer "'Object to use as mirror'"
+Modifier|MirrorModifier.mirror_u -> use_mirror_u: boolean "'Mirror the U texture coordinate around the 0.5 point'"
+Modifier|MirrorModifier.mirror_v -> use_mirror_v: boolean "'Mirror the V texture coordinate around the 0.5 point'"
+Modifier|MirrorModifier.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|MultiresModifier.external -> is_external: boolean, "'(read-only) Store multires displacements outside the .blend file, to save memory'"
+Modifier|MultiresModifier.filepath -> filepath: string "'Path to external displacements file'"
+Modifier|MultiresModifier.levels -> levels: int "'Number of subdivisions to use in the viewport'"
+Modifier|MultiresModifier.optimal_display -> show_only_control_edges: boolean "'Skip drawing/rendering of interior subdivided edges'"
+Modifier|MultiresModifier.render_levels -> render_levels: int "'NO DESCRIPTION'"
+Modifier|MultiresModifier.sculpt_levels -> sculpt_levels: int "'Number of subdivisions to use in sculpt mode'"
+Modifier|MultiresModifier.subdivision_type -> subdivision_type: enum "'Selects type of subdivision algorithm'"
+Modifier|MultiresModifier.total_levels -> total_levels: int, "'(read-only) Number of subdivisions for which displacements are stored'"
+Modifier|ParticleInstanceModifier.alive -> use_alive: boolean "'Show instances when particles are alive'"
+Modifier|ParticleInstanceModifier.axis -> axis: enum "'Pole axis for rotation'"
+Modifier|ParticleInstanceModifier.children -> use_children: boolean "'Create instances from child particles'"
+Modifier|ParticleInstanceModifier.dead -> use_dead: boolean "'Show instances when particles are dead'"
+Modifier|ParticleInstanceModifier.keep_shape -> use_preserve_shape: boolean '"Don\'t stretch the object"'
+Modifier|ParticleInstanceModifier.normal -> use_normal: boolean "'Create instances from normal particles'"
+Modifier|ParticleInstanceModifier.object -> object: pointer "'Object that has the particle system'"
+Modifier|ParticleInstanceModifier.particle_system_number -> particle_system_number: int "'NO DESCRIPTION'"
+Modifier|ParticleInstanceModifier.position -> position: float "'Position along path'"
+Modifier|ParticleInstanceModifier.random_position -> random_position: float "'Randomize position along path'"
+Modifier|ParticleInstanceModifier.size -> use_size: boolean "'Use particle size to scale the instances'"
+Modifier|ParticleInstanceModifier.unborn -> use_unborn: boolean "'Show instances when particles are unborn'"
+Modifier|ParticleInstanceModifier.use_path -> use_path: boolean "'Create instances along particle paths'"
+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'"
+Modifier|ScrewModifier.iterations -> iterations: int "'Number of times to apply the screw operation'"
+Modifier|ScrewModifier.object -> object: pointer "'Object to define the screw axis'"
+Modifier|ScrewModifier.render_steps -> render_steps: int "'Number of steps in the revolution'"
+Modifier|ScrewModifier.screw_offset -> screw_offset: float "'Offset the revolution along its axis'"
+Modifier|ScrewModifier.steps -> steps: int "'Number of steps in the revolution'"
+Modifier|ScrewModifier.use_normal_calculate -> use_normal_calculate: boolean "'Calculate the order of edges (needed for meshes, but not curves)'"
+Modifier|ScrewModifier.use_normal_flip -> use_normal_flip: boolean "'Flip normals of lathed faces'"
+Modifier|ScrewModifier.use_object_screw_offset -> use_object_screw_offset: boolean "'Use the distance between the objects to make a screw'"
+Modifier|ShrinkwrapModifier.auxiliary_target -> auxiliary_target: pointer "'Additional mesh target to shrink to'"
+Modifier|ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces: boolean "'Stop vertices from projecting to a back face on the target'"
+Modifier|ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces: boolean "'Stop vertices from projecting to a front face on the target'"
+Modifier|ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean "'NO DESCRIPTION'"
+Modifier|ShrinkwrapModifier.mode -> mode: enum "'NO DESCRIPTION'"
+Modifier|ShrinkwrapModifier.negative -> use_negative_direction: boolean "'Allow vertices to move in the negative direction of axis'"
+Modifier|ShrinkwrapModifier.offset -> offset: float "'Distance to keep from the target'"
+Modifier|ShrinkwrapModifier.positive -> use_positive_direction: boolean "'Allow vertices to move in the positive direction of axis'"
+Modifier|ShrinkwrapModifier.subsurf_levels -> subsurf_levels: int '"Number of subdivisions that must be performed before extracting vertices\' positions and normals"'
+Modifier|ShrinkwrapModifier.target -> target: pointer "'Mesh target to shrink to'"
+Modifier|ShrinkwrapModifier.vertex_group -> vertex_group: string "'Vertex group name'"
+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|SimpleDeformModifier.factor -> factor: float "'NO DESCRIPTION'"
+Modifier|SimpleDeformModifier.limits -> limits: float "'Lower/Upper limits for deform'"
+Modifier|SimpleDeformModifier.lock_x_axis -> lock_x: boolean "'NO DESCRIPTION'"
+Modifier|SimpleDeformModifier.lock_y_axis -> lock_y: boolean "'NO DESCRIPTION'"
+Modifier|SimpleDeformModifier.mode -> mode: enum "'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.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 -> repeat: int "'NO DESCRIPTION'"
+Modifier|SmoothModifier.vertex_group -> vertex_group: string "'Vertex group name'"
+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|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.offset -> offset: float "'NO DESCRIPTION'"
+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)'"
+Modifier|SolidifyModifier.use_quality_normals -> use_quality_normals: boolean "'Calculate normals which result in more even thickness (slow, disable when not needed)'"
+Modifier|SolidifyModifier.use_rim -> use_rim: boolean "'Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)'"
+Modifier|SolidifyModifier.use_rim_material -> use_rim_material: boolean "'Use in the next material for rim faces'"
+Modifier|SolidifyModifier.vertex_group -> vertex_group: string "'Vertex group name'"
+Modifier|SubsurfModifier.levels -> levels: int "'Number of subdivisions to perform'"
+Modifier|SubsurfModifier.optimal_display -> show_only_control_edges: boolean "'Skip drawing/rendering of interior subdivided edges'"
+Modifier|SubsurfModifier.render_levels -> render_levels: int "'Number of subdivisions to perform when rendering'"
+Modifier|SubsurfModifier.subdivision_type -> subdivision_type: enum "'Selects type of subdivision algorithm'"
+Modifier|SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean "'Use subsurf to subdivide UVs'"
+Modifier|UVProjectModifier.aspect_x -> aspect_x: float "'NO DESCRIPTION'"
+Modifier|UVProjectModifier.aspect_y -> aspect_y: float "'NO DESCRIPTION'"
+Modifier|UVProjectModifier.image -> image: pointer "'NO DESCRIPTION'"
+Modifier|UVProjectModifier.num_projectors -> num_projectors: int "'Number of projectors to use'"
+Modifier|UVProjectModifier.override_image -> use_image_override: boolean '"Override faces\' current images with the given image"'
+Modifier|UVProjectModifier.projectors -> projectors: collection, "'(read-only)'"
+Modifier|UVProjectModifier.scale_x -> scale_x: float "'NO DESCRIPTION'"
+Modifier|UVProjectModifier.scale_y -> scale_y: float "'NO DESCRIPTION'"
+Modifier|UVProjectModifier.uv_layer -> uv_layer: string "'UV layer name'"
+Modifier|WaveModifier.cyclic -> use_cyclic: boolean "'Cyclic wave effect'"
+Modifier|WaveModifier.damping_time -> damping_time: float "'NO DESCRIPTION'"
+Modifier|WaveModifier.falloff_radius -> falloff_radius: float "'NO DESCRIPTION'"
+Modifier|WaveModifier.height -> height: float "'NO DESCRIPTION'"
+Modifier|WaveModifier.lifetime -> lifetime: float "'NO DESCRIPTION'"
+Modifier|WaveModifier.narrowness -> narrowness: float "'NO DESCRIPTION'"
+Modifier|WaveModifier.normals -> use_normal: boolean "'Displace along normal'"
+Modifier|WaveModifier.speed -> speed: float "'NO DESCRIPTION'"
+Modifier|WaveModifier.start_position_object -> start_position_object: pointer "'NO DESCRIPTION'"
+Modifier|WaveModifier.start_position_x -> start_position_x: float "'NO DESCRIPTION'"
+Modifier|WaveModifier.start_position_y -> start_position_y: float "'NO DESCRIPTION'"
+Modifier|WaveModifier.texture -> texture: pointer "'Texture for modulating the wave'"
+Modifier|WaveModifier.texture_coordinates -> texture_coordinates: enum "'Texture coordinates used for modulating input'"
+Modifier|WaveModifier.texture_coordinates_object -> texture_coordinates_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.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'"
+Modifier|WaveModifier.x -> use_x: boolean "'X axis motion'"
+Modifier|WaveModifier.x_normal -> use_normal_x: boolean "'Enable displacement along the X normal'"
+Modifier|WaveModifier.y -> use_y: boolean "'Y axis motion'"
+Modifier|WaveModifier.y_normal -> use_normal_y: boolean "'Enable displacement along the Y normal'"
+Modifier|WaveModifier.z_normal -> use_normal_z: boolean "'Enable displacement along the Z normal'"
MotionPath.editing -> is_edited: boolean "'Path is being edited'"
MotionPath.frame_end -> frame_end: int, "'(read-only) End frame of the stored range'"
MotionPath.frame_start -> frame_start: int, "'(read-only) Starting frame of the stored range'"
@@ -2041,95 +2457,6 @@ MotionPath.points -> points: collection, "'(read-only) Cached positions pe
MotionPath.use_bone_head -> use_bone_head: boolean, "'(read-only) For PoseBone paths, use the bone head location when calculating this path'"
MotionPathVert.co -> co: float "'NO DESCRIPTION'"
MotionPathVert.select -> select: boolean "'Path point is selected for editing'"
-MouseSensor.mouse_event -> mouse_event: enum "'Specify the type of event this mouse sensor should trigger on'"
-MovieSequence.animation_end_offset -> animation_end_offset: int "'Animation end offset (trim end)'"
-MovieSequence.animation_start_offset -> animation_start_offset: int "'Animation start offset (trim start)'"
-MovieSequence.color_balance -> color_balance: pointer, "'(read-only)'"
-MovieSequence.color_saturation -> color_saturation: float "'NO DESCRIPTION'"
-MovieSequence.convert_float -> use_float: boolean "'Convert input to float data'"
-MovieSequence.crop -> crop: pointer, "'(read-only)'"
-MovieSequence.de_interlace -> use_deinterlace: boolean "'For video movies to remove fields'"
-MovieSequence.filepath -> filepath: string "'NO DESCRIPTION'"
-MovieSequence.flip_x -> use_flip_x: boolean "'Flip on the X axis'"
-MovieSequence.flip_y -> use_flip_y: boolean "'Flip on the Y axis'"
-MovieSequence.mpeg_preseek -> mpeg_preseek: int "'For MPEG movies, preseek this many frames'"
-MovieSequence.multiply_colors -> multiply_colors: float "'NO DESCRIPTION'"
-MovieSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'"
-MovieSequence.proxy -> proxy: pointer, "'(read-only)'"
-MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "'Use a custom directory to store data'"
-MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean "'Use a custom file to read proxy data from'"
-MovieSequence.reverse_frames -> use_reverse_frames: boolean "'Reverse frame order'"
-MovieSequence.strobe -> strobe: float "'Only display every nth frame'"
-MovieSequence.transform -> transform: pointer, "'(read-only)'"
-MovieSequence.use_color_balance -> use_color_balance: boolean "'(3-Way color correction) on input'"
-MovieSequence.use_crop -> use_crop: boolean "'Crop image before processing'"
-MovieSequence.use_proxy -> use_proxy: boolean "'Use a preview proxy for this strip'"
-MovieSequence.use_translation -> use_translation: boolean "'Translate image before processing'"
-MulticamSequence.animation_end_offset -> animation_end_offset: int "'Animation end offset (trim end)'"
-MulticamSequence.animation_start_offset -> animation_start_offset: int "'Animation start offset (trim start)'"
-MulticamSequence.color_balance -> color_balance: pointer, "'(read-only)'"
-MulticamSequence.color_saturation -> color_saturation: float "'NO DESCRIPTION'"
-MulticamSequence.convert_float -> use_float: boolean "'Convert input to float data'"
-MulticamSequence.crop -> crop: pointer, "'(read-only)'"
-MulticamSequence.de_interlace -> use_deinterlace: boolean "'For video movies to remove fields'"
-MulticamSequence.flip_x -> use_flip_x: boolean "'Flip on the X axis'"
-MulticamSequence.flip_y -> use_flip_y: boolean "'Flip on the Y axis'"
-MulticamSequence.multicam_source -> multicam_source: int "'NO DESCRIPTION'"
-MulticamSequence.multiply_colors -> multiply_colors: float "'NO DESCRIPTION'"
-MulticamSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'"
-MulticamSequence.proxy -> proxy: pointer, "'(read-only)'"
-MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "'Use a custom directory to store data'"
-MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean "'Use a custom file to read proxy data from'"
-MulticamSequence.reverse_frames -> use_reverse_frames: boolean "'Reverse frame order'"
-MulticamSequence.strobe -> strobe: float "'Only display every nth frame'"
-MulticamSequence.transform -> transform: pointer, "'(read-only)'"
-MulticamSequence.use_color_balance -> use_color_balance: boolean "'(3-Way color correction) on input'"
-MulticamSequence.use_crop -> use_crop: boolean "'Crop image before processing'"
-MulticamSequence.use_proxy -> use_proxy: boolean "'Use a preview proxy for this strip'"
-MulticamSequence.use_translation -> use_translation: boolean "'Translate image before processing'"
-MultiresModifier.external -> is_external: boolean, "'(read-only) Store multires displacements outside the .blend file, to save memory'"
-MultiresModifier.filepath -> filepath: string "'Path to external displacements file'"
-MultiresModifier.levels -> levels: int "'Number of subdivisions to use in the viewport'"
-MultiresModifier.optimal_display -> show_only_control_edges: boolean "'Skip drawing/rendering of interior subdivided edges'"
-MultiresModifier.render_levels -> render_levels: int "'NO DESCRIPTION'"
-MultiresModifier.sculpt_levels -> sculpt_levels: int "'Number of subdivisions to use in sculpt mode'"
-MultiresModifier.subdivision_type -> subdivision_type: enum "'Selects type of subdivision algorithm'"
-MultiresModifier.total_levels -> total_levels: int, "'(read-only) Number of subdivisions for which displacements are stored'"
-MusgraveTexture.gain -> gain: float "'The gain multiplier'"
-MusgraveTexture.highest_dimension -> highest_dimension: float "'Highest fractal dimension'"
-MusgraveTexture.lacunarity -> lacunarity: float "'Gap between successive frequencies'"
-MusgraveTexture.musgrave_type -> musgrave_type: enum "'NO DESCRIPTION'"
-MusgraveTexture.nabla -> nabla: float "'Size of derivative offset used for calculating normal'"
-MusgraveTexture.noise_basis -> noise_basis: enum "'Sets the noise basis used for turbulence'"
-MusgraveTexture.noise_intensity -> noise_intensity: float "'NO DESCRIPTION'"
-MusgraveTexture.noise_size -> noise_size: float "'Sets scaling for noise input'"
-MusgraveTexture.octaves -> octaves: float "'Number of frequencies used'"
-MusgraveTexture.offset -> offset: float "'The fractal offset'"
-NearSensor.distance -> distance: float "'Trigger distance'"
-NearSensor.property -> property: string "'Only look for objects with this property'"
-NearSensor.reset_distance -> reset_distance: float "'NO DESCRIPTION'"
-NetRenderJob.name -> name: string "'NO DESCRIPTION'"
-NetRenderSettings.active_blacklisted_slave_index -> active_blacklisted_slave_index: int "'NO DESCRIPTION'"
-NetRenderSettings.active_job_index -> active_job_index: int "'NO DESCRIPTION'"
-NetRenderSettings.active_slave_index -> active_slave_index: int "'NO DESCRIPTION'"
-NetRenderSettings.chunks -> chunks: int "'Number of frame to dispatch to each slave in one chunk'"
-NetRenderSettings.job_category -> job_category: string "'Category of the job'"
-NetRenderSettings.job_id -> job_id: string "'id of the last sent render job'"
-NetRenderSettings.job_name -> job_name: string "'Name of the job'"
-NetRenderSettings.jobs -> jobs: collection, "'(read-only)'"
-NetRenderSettings.master_broadcast -> use_master_broadcast: boolean "'broadcast master server address on local network'"
-NetRenderSettings.master_clear -> use_master_clear: boolean "'delete saved files on exit'"
-NetRenderSettings.mode -> mode: enum "'Mode of operation of this instance'"
-NetRenderSettings.path -> path: string "'Path for temporary files'"
-NetRenderSettings.priority -> priority: int "'Priority of the job'"
-NetRenderSettings.server_address -> server_address: string "'IP or name of the master render server'"
-NetRenderSettings.server_port -> server_port: int "'port of the master render server'"
-NetRenderSettings.slave_clear -> use_slave_clear: boolean "'delete downloaded files on exit'"
-NetRenderSettings.slave_outputlog -> use_slave_output_log: boolean "'Output render text log to console as well as sending it to the master'"
-NetRenderSettings.slave_thumb -> use_slave_thumb: boolean "'Generate thumbnails on slaves instead of master'"
-NetRenderSettings.slaves -> slaves: collection, "'(read-only)'"
-NetRenderSettings.slaves_blacklist -> slaves_blacklist: collection, "'(read-only)'"
-NetRenderSlave.name -> name: string "'NO DESCRIPTION'"
NlaStrip.action -> action: pointer "'Action referenced by this strip'"
NlaStrip.action_frame_end -> action_frame_end: float "'NO DESCRIPTION'"
NlaStrip.action_frame_start -> action_frame_start: float "'NO DESCRIPTION'"
@@ -2167,139 +2494,205 @@ Node.inputs -> inputs: collection, "'(read-only)'"
Node.location -> location: float "'NO DESCRIPTION'"
Node.name -> name: string "'Node name'"
Node.outputs -> outputs: collection, "'(read-only)'"
-NodeGroup.nodetree -> nodetree: pointer "'NO DESCRIPTION'"
-NodeTree.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
-NodeTree.grease_pencil -> grease_pencil: pointer "'Grease Pencil datablock'"
-NodeTree.nodes -> nodes: collection, "'(read-only)'"
-Object.active_material -> active_material: pointer "'Active material being displayed'"
-Object.active_material_index -> active_material_index: int "'Index of active material slot'"
-Object.active_particle_system -> active_particle_system: pointer, "'(read-only) Active particle system being displayed'"
-Object.active_particle_system_index -> active_particle_system_index: int "'Index of active particle system slot'"
-Object.active_shape_key -> active_shape_key: pointer, "'(read-only) Current shape key'"
-Object.active_shape_key_index -> active_shape_key_index: int "'Current shape key index'"
-Object.active_vertex_group -> active_vertex_group: pointer, "'(read-only) Vertex groups of the object'"
-Object.active_vertex_group_index -> active_vertex_group_index: int "'Active index in vertex group array'"
-Object.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
-Object.animation_visualisation -> animation_visualisation: pointer, "'(read-only) Animation data for this datablock'"
-Object.bound_box -> bound_box: float, "'(read-only) Objects bound box in object-space coordinates'"
-Object.collision -> collision: pointer, "'(read-only) Settings for using the objects as a collider in physics simulation'"
-Object.color -> color: float "'Object color and alpha, used when faces have the ObColor mode enabled'"
-Object.constraints -> constraints: collection, "'(read-only) Constraints affecting the transformation of the object'"
-Object.data -> data: pointer "'Object data'"
-Object.delta_location -> delta_location: float "'Extra translation added to the location of the object'"
-Object.delta_rotation_euler -> delta_rotation_euler: float "'Extra rotation added to the rotation of the object (when using Euler rotations)'"
-Object.delta_rotation_quaternion -> delta_rotation_quaternion: float "'Extra rotation added to the rotation of the object (when using Quaternion rotations)'"
-Object.delta_scale -> delta_scale: float "'Extra scaling added to the scale of the object'"
-Object.dimensions -> dimensions: float "'Absolute bounding box dimensions of the object'"
-Object.draw_axis -> show_axis: boolean '"Displays the object\'s origin and axis"'
-Object.draw_bounds -> show_bounds: boolean '"Displays the object\'s bounds"'
-Object.draw_bounds_type -> draw_bounds_type: enum "'Object boundary display type'"
-Object.draw_name -> show_name: boolean '"Displays the object\'s name"'
-Object.draw_texture_space -> show_texture_space: boolean '"Displays the object\'s texture space"'
-Object.draw_transparent -> show_transparent: boolean "'Enables transparent materials for the object (Mesh only)'"
-Object.draw_wire -> show_wire: boolean '"Adds the object\'s wireframe over solid drawing"'
-Object.dupli_faces_scale -> dupli_faces_scale: float "'Scale the DupliFace objects'"
-Object.dupli_frames_end -> dupli_frames_end: int "'End frame for DupliFrames'"
-Object.dupli_frames_off -> dupli_frames_off: int "'Recurring frames to exclude from the Dupliframes'"
-Object.dupli_frames_on -> dupli_frames_on: int "'Number of frames to use between DupOff frames'"
-Object.dupli_frames_start -> dupli_frames_start: int "'Start frame for DupliFrames'"
-Object.dupli_group -> dupli_group: pointer "'Instance an existing group'"
-Object.dupli_list -> dupli_list: collection, "'(read-only) Object duplis'"
-Object.dupli_type -> dupli_type: enum "'If not None, object duplication method to use'"
-Object.duplis_used -> is_duplicator: boolean, "'(read-only)'"
-Object.empty_draw_size -> empty_draw_size: float "'Size of display for empties in the viewport'"
-Object.empty_draw_type -> empty_draw_type: enum "'Viewport display style for empties'"
-Object.field -> field: pointer, "'(read-only) Settings for using the objects as a field in physics simulation'"
-Object.game -> game: pointer, "'(read-only) Game engine related settings for the object'"
-Object.grease_pencil -> grease_pencil: pointer "'Grease Pencil datablock'"
-Object.hide -> hide: boolean "'Restrict visibility in the viewport'"
-Object.hide_render -> hide_render: boolean "'Restrict renderability'"
-Object.hide_select -> hide_select: boolean "'Restrict selection in the viewport'"
-Object.layers -> layers: boolean "'Layers the object is on'"
-Object.location -> location: float "'Location of the object'"
-Object.lock_location -> lock_location: boolean "'Lock editing of location in the interface'"
-Object.lock_rotation -> lock_rotation: boolean "'Lock editing of rotation in the interface'"
-Object.lock_rotation_w -> lock_rotation_w: boolean '"Lock editing of \'angle\' component of four-component rotations in the interface"'
-Object.lock_rotations_4d -> lock_rotations_4d: boolean "'Lock editing of four component rotations by components (instead of as Eulers)'"
-Object.lock_scale -> lock_scale: boolean "'Lock editing of scale in the interface'"
-Object.material_slots -> material_slots: collection, "'(read-only) Material slots in the object'"
-Object.matrix_local -> matrix_local: float "'Parent relative transformation matrix'"
-Object.matrix_world -> matrix_world: float "'Worldspace transformation matrix'"
-Object.max_draw_type -> draw_type: enum "'Maximum draw type to display object with in viewport'"
-Object.mode -> mode: enum, "'(read-only) Object interaction mode'"
-Object.modifiers -> modifiers: collection, "'(read-only) Modifiers affecting the geometric data of the object'"
-Object.motion_path -> motion_path: pointer, "'(read-only) Motion Path for this element'"
-Object.parent -> parent: pointer "'Parent Object'"
-Object.parent_bone -> parent_bone: string "'Name of parent bone in case of a bone parenting relation'"
-Object.parent_type -> parent_type: enum "'Type of parent relation'"
-Object.parent_vertices -> parent_vertices: int, "'(read-only) Indices of vertices in cases of a vertex parenting relation'"
-Object.particle_systems -> particle_systems: collection, "'(read-only) Particle systems emitted from the object'"
-Object.pass_index -> pass_index: int "'Index # for the IndexOB render pass'"
-Object.pose -> pose: pointer, "'(read-only) Current pose for armatures'"
-Object.pose_library -> pose_library: pointer, "'(read-only) Action used as a pose library for armatures'"
-Object.proxy -> proxy: pointer, "'(read-only) Library object this proxy object controls'"
-Object.proxy_group -> proxy_group: pointer, "'(read-only) Library group duplicator object this proxy object controls'"
-Object.rotation_axis_angle -> rotation_axis_angle: float "'Angle of Rotation for Axis-Angle rotation representation'"
-Object.rotation_euler -> rotation_euler: float "'Rotation in Eulers'"
-Object.rotation_mode -> rotation_mode: enum "'NO DESCRIPTION'"
-Object.rotation_quaternion -> rotation_quaternion: float "'Rotation in Quaternions'"
-Object.scale -> scale: float "'Scaling of the object'"
-Object.select -> select: boolean "'Object selection state'"
-Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean "'Apply shape keys in edit mode (for Meshes only)'"
-Object.shape_key_lock -> show_shape_key: boolean "'Always show the current Shape for this Object'"
-Object.slow_parent -> use_slow_parent: boolean "'Create a delay in the parent relationship'"
-Object.soft_body -> soft_body: pointer, "'(read-only) Settings for soft body simulation'"
-Object.time_offset -> time_offset: float "'Animation offset in frames for F-Curve and dupligroup instances'"
-Object.time_offset_add_parent -> use_time_offset_add_parent: boolean "'Add the parents time offset value'"
-Object.time_offset_edit -> use_time_offset_edit: boolean "'Use time offset when inserting keys and display time offset for F-Curve and action views'"
-Object.time_offset_parent -> use_time_offset_parent: boolean "'Apply the time offset to this objects parent relationship'"
-Object.time_offset_particle -> use_time_offset_particle: boolean "'Let the time offset work on the particle effect'"
-Object.track_axis -> track_axis: enum '"Axis that points in \'forward\' direction"'
-Object.type -> type: enum, "'(read-only) Type of Object'"
-Object.up_axis -> up_axis: enum "'Axis that points in the upward direction'"
-Object.use_dupli_faces_scale -> use_dupli_faces_scale: boolean "'Scale dupli based on face size'"
-Object.use_dupli_frames_speed -> use_dupli_frames_speed: boolean "'Set dupliframes to use the frame'"
-Object.use_dupli_verts_rotation -> use_dupli_verts_rotation: boolean "'Rotate dupli according to vertex normal'"
-Object.vertex_groups -> vertex_groups: collection, "'(read-only) Vertex groups of the object'"
-Object.x_ray -> show_x_ray: boolean "'Makes the object draw in front of others'"
-ObjectActuator.add_linear_velocity -> use_add_linear_velocity: boolean "'Toggles between ADD and SET linV'"
-ObjectActuator.angular_velocity -> angular_velocity: float "'Sets the angular velocity'"
-ObjectActuator.damping -> damping: int "'Number of frames to reach the target velocity'"
-ObjectActuator.derivate_coefficient -> derivate_coefficient: float "'Not required, high values can cause instability'"
-ObjectActuator.force -> force: float "'Sets the force'"
-ObjectActuator.force_max_x -> force_max_x: float "'Set the upper limit for force'"
-ObjectActuator.force_max_y -> force_max_y: float "'Set the upper limit for force'"
-ObjectActuator.force_max_z -> force_max_z: float "'Set the upper limit for force'"
-ObjectActuator.force_min_x -> force_min_x: float "'Set the lower limit for force'"
-ObjectActuator.force_min_y -> force_min_y: float "'Set the lower limit for force'"
-ObjectActuator.force_min_z -> force_min_z: float "'Set the lower limit for force'"
-ObjectActuator.integral_coefficient -> integral_coefficient: float "'Low value (0.01) for slow response, high value (0.5) for fast response'"
-ObjectActuator.linear_velocity -> linear_velocity: float "'Sets the linear velocity (in Servo mode it sets the target relative linear velocity, it will be achieved by automatic application of force. Null velocity is a valid target)'"
-ObjectActuator.loc -> loc: float "'Sets the location'"
-ObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean "'Angular velocity is defined in local coordinates'"
-ObjectActuator.local_force -> use_local_force: boolean "'Force is defined in local coordinates'"
-ObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean "'Velocity is defined in local coordinates'"
-ObjectActuator.local_location -> use_local_location: boolean "'Location is defined in local coordinates'"
-ObjectActuator.local_rotation -> use_local_rotation: boolean "'Rotation is defined in local coordinates'"
-ObjectActuator.local_torque -> use_local_torque: boolean "'Torque is defined in local coordinates'"
-ObjectActuator.mode -> mode: enum "'Specify the motion system'"
-ObjectActuator.proportional_coefficient -> proportional_coefficient: float "'Typical value is 60x integral coefficient'"
-ObjectActuator.reference_object -> reference_object: pointer "'Reference object for velocity calculation, leave empty for world reference'"
-ObjectActuator.rot -> rot: float "'Sets the rotation'"
-ObjectActuator.servo_limit_x -> use_servo_limit_x: boolean "'Set limit to force along the X axis'"
-ObjectActuator.servo_limit_y -> use_servo_limit_y: boolean "'Set limit to force along the Y axis'"
-ObjectActuator.servo_limit_z -> use_servo_limit_z: boolean "'Set limit to force along the Z axis'"
-ObjectActuator.torque -> torque: float "'Sets the torque'"
++ * Node|CompositorNode.type -> type: enum, "'(read-only)'"
++ * Node|CompositorNode|CompositorNodeAlphaOver.convert_premul -> use_premultiply: boolean "'NO DESCRIPTION'"
++ * Node|CompositorNode|CompositorNodeAlphaOver.premul -> premul: float "'Mix Factor'"
++ * Node|CompositorNode|CompositorNodeBilateralblur.iterations -> iterations: int "'NO DESCRIPTION'"
++ * Node|CompositorNode|CompositorNodeBilateralblur.sigma_color -> sigma_color: float "'NO DESCRIPTION'"
++ * Node|CompositorNode|CompositorNodeBilateralblur.sigma_space -> sigma_space: float "'NO DESCRIPTION'"
++ * Node|CompositorNode|CompositorNodeBlur.bokeh -> use_bokeh: boolean "'NO DESCRIPTION'"
++ * Node|CompositorNode|CompositorNodeBlur.factor -> factor: float "'NO DESCRIPTION'"
++ * Node|CompositorNode|CompositorNodeBlur.factor_x -> factor_x: float "'NO DESCRIPTION'"
++ * Node|CompositorNode|CompositorNodeBlur.factor_y -> factor_y: float "'NO DESCRIPTION'"
++ * Node|CompositorNode|CompositorNodeBlur.filter_type -> filter_type: enum "'NO DESCRIPTION'"
++ * Node|CompositorNode|CompositorNodeBlur.gamma -> use_gamma_correction: boolean "'NO DESCRIPTION'"
++ * Node|CompositorNode|CompositorNodeBlur.relative -> use_relative: boolean "'NO DESCRIPTION'"
++ * Node|CompositorNode|CompositorNodeBlur.sizex -> size_x: int "'NO DESCRIPTION'"
++ * Node|CompositorNode|CompositorNodeBlur.sizey -> size_y: int "'NO DESCRIPTION'"
++ * Node|CompositorNode|CompositorNodeChannelMatte.algorithm -> limit_method: enum "'Algorithm to use to limit channel'"
++ * Node|CompositorNode|CompositorNodeChannelMatte.channel -> matte_channel: enum "'Channel used to determine matte'"
++ * Node|CompositorNode|CompositorNodeChannelMatte.color_space -> color_space: enum "'NO DESCRIPTION'"
++ * Node|CompositorNode|CompositorNodeChannelMatte.high -> limit_max: float "'Values higher than this setting are 100% opaque'"
++ * Node|CompositorNode|CompositorNodeChannelMatte.limit_channel -> limit_channel: enum "'Limit by this channels value'"
++ * Node|CompositorNode|CompositorNodeChannelMatte.low -> limit_min: float "'Values lower than this setting are 100% keyed'"
+TODO * Node|CompositorNode|CompositorNodeChromaMatte.acceptance -> acceptance: float 'Tolerance for a color to be considered a keying color'
+TODO * Node|CompositorNode|CompositorNodeChromaMatte.cutoff -> cutoff: float 'Tolerance below which colors will be considered as exact matches'
+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|CompositorNodeColorBalance.correction_formula -> correction_formula: enum "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeColorBalance.gain -> gain: float "'Correction for Highlights'"
+Node|CompositorNode|CompositorNodeColorBalance.gamma -> gamma: float "'Correction for Midtones'"
+Node|CompositorNode|CompositorNodeColorBalance.lift -> lift: float "'Correction for Shadows'"
+Node|CompositorNode|CompositorNodeColorBalance.offset -> offset: float "'Correction for Shadows'"
+Node|CompositorNode|CompositorNodeColorBalance.power -> power: float "'Correction for Midtones'"
+Node|CompositorNode|CompositorNodeColorBalance.slope -> slope: float "'Correction for Highlights'"
+Node|CompositorNode|CompositorNodeColorMatte.h -> h: float "'Hue tolerance for colors to be considered a keying color'"
+Node|CompositorNode|CompositorNodeColorMatte.s -> s: float "'Saturation Tolerance for the color'"
+Node|CompositorNode|CompositorNodeColorMatte.v -> v: float "'Value Tolerance for the color'"
+Node|CompositorNode|CompositorNodeColorSpill.algorithm -> algorithm: enum "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeColorSpill.channel -> channel: enum "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeColorSpill.limit_channel -> limit_channel: enum "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeColorSpill.ratio -> ratio: float "'Scale limit by value'"
+Node|CompositorNode|CompositorNodeColorSpill.unspill -> use_unspill: boolean "'Compensate all channels (diffenrently) by hand'"
+Node|CompositorNode|CompositorNodeColorSpill.unspill_blue -> unspill_blue: float "'Blue spillmap scale'"
+Node|CompositorNode|CompositorNodeColorSpill.unspill_green -> unspill_green: float "'Green spillmap scale'"
+Node|CompositorNode|CompositorNodeColorSpill.unspill_red -> unspill_red: float "'Red spillmap scale'"
+Node|CompositorNode|CompositorNodeCrop.crop_size -> use_crop_size: boolean "'Whether to crop the size of the input image'"
+Node|CompositorNode|CompositorNodeCrop.x1 -> x1: int "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeCrop.x2 -> x2: int "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeCrop.y1 -> y1: int "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeCrop.y2 -> y2: int "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeCurveRGB.mapping -> mapping: pointer, "'(read-only)'"
+Node|CompositorNode|CompositorNodeCurveVec.mapping -> mapping: pointer, "'(read-only)'"
+Node|CompositorNode|CompositorNodeDBlur.angle -> angle: float "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeDBlur.center_x -> center_x: float "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeDBlur.center_y -> center_y: float "'NO DESCRIPTION'"
+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.zoom -> zoom: float "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeDefocus.angle -> angle: int "'Bokeh shape rotation offset in degrees'"
+Node|CompositorNode|CompositorNodeDefocus.bokeh -> bokeh: enum "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeDefocus.f_stop -> f_stop: float "'Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius'"
+Node|CompositorNode|CompositorNodeDefocus.gamma_correction -> use_gamma_correction: boolean "'Enable gamma correction before and after main process'"
+Node|CompositorNode|CompositorNodeDefocus.max_blur -> blur_max: float "'blur limit, maximum CoC radius, 0=no limit'"
+Node|CompositorNode|CompositorNodeDefocus.preview -> use_preview: boolean "'Enable sampling mode, useful for preview when using low samplecounts'"
+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_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'"
+Node|CompositorNode|CompositorNodeDiffMatte.tolerance -> tolerance: float "'Color distances below this threshold are keyed'"
+Node|CompositorNode|CompositorNodeDilateErode.distance -> distance: int "'Distance to grow/shrink (number of iterations)'"
+Node|CompositorNode|CompositorNodeDistanceMatte.falloff -> falloff: float "'Color distances below this additional threshold are partially keyed'"
+Node|CompositorNode|CompositorNodeDistanceMatte.tolerance -> tolerance: float "'Color distances below this threshold are keyed'"
+Node|CompositorNode|CompositorNodeFilter.filter_type -> filter_type: enum "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeFlip.axis -> axis: enum "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeGlare.angle_offset -> angle_offset: float "'Streak angle offset in degrees'"
+Node|CompositorNode|CompositorNodeGlare.color_modulation -> color_modulation: float "'Amount of Color Modulation, modulates colors of streaks and ghosts for a spectral dispersion effect'"
+Node|CompositorNode|CompositorNodeGlare.fade -> fade: float "'Streak fade-out factor'"
+Node|CompositorNode|CompositorNodeGlare.glare_type -> glare_type: enum "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeGlare.iterations -> iterations: int "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeGlare.mix -> mix: float "'-1 is original image only, 0 is exact 50/50 mix, 1 is processed image only'"
+Node|CompositorNode|CompositorNodeGlare.quality -> quality: enum "'If not set to high quality, the effect will be applied to a low-res copy of the source image'"
+Node|CompositorNode|CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean "'Simple star filter: add 45 degree rotation offset'"
+Node|CompositorNode|CompositorNodeGlare.size -> size: int "'Glow/glare size (not actual size; relative to initial size of bright area of pixels)'"
+Node|CompositorNode|CompositorNodeGlare.streaks -> streaks: int "'Total number of streaks'"
+Node|CompositorNode|CompositorNodeGlare.threshold -> threshold: float "'The glare filter will only be applied to pixels brighter than this value'"
+Node|CompositorNode|CompositorNodeHueCorrect.mapping -> mapping: pointer, "'(read-only)'"
+Node|CompositorNode|CompositorNodeHueSat.hue -> hue: float "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeHueSat.sat -> sat: float "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeHueSat.val -> val: float "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeIDMask.index -> index: int "'Pass index number to convert to alpha'"
+Node|CompositorNode|CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeImage.cyclic -> use_cyclic: boolean "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeImage.frames -> frames: int "'Number of images used in animation'"
+Node|CompositorNode|CompositorNodeImage.image -> image: pointer "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeImage.layer -> layer: enum "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeImage.offset -> offset: int "'Offsets the number of the frame to use in the animation'"
+Node|CompositorNode|CompositorNodeImage.start -> start: int "'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|CompositorNodeLensdist.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|CompositorNodeMapUV.alpha -> alpha: int "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeMapValue.max -> max: float "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeMapValue.min -> min: float "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeMapValue.offset -> offset: float "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeMapValue.size -> size: float "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeMapValue.use_max -> use_max: boolean "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeMapValue.use_min -> use_min: boolean "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeMath.operation -> operation: enum "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeMixRGB.alpha -> use_alpha: boolean "'Include alpha of second input in this operation'"
+Node|CompositorNode|CompositorNodeMixRGB.blend_type -> blend_type: enum "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeOutputFile.exr_codec -> exr_codec: enum "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeOutputFile.exr_half -> use_exr_half: boolean "'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'"
+Node|CompositorNode|CompositorNodeOutputFile.frame_start -> frame_start: int "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeOutputFile.image_type -> image_type: enum "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeOutputFile.quality -> quality: int "'NO DESCRIPTION'"
+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: 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 -> end: int "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeTime.start -> 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'"
+Node|CompositorNode|CompositorNodeTonemap.gamma -> gamma: float "'If not used, set to 1'"
+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 -> tonemap_type: enum "'NO DESCRIPTION'"
+Node|CompositorNode|CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, "'(read-only)'"
+Node|CompositorNode|CompositorNodeVecBlur.curved -> use_curved: boolean "'Interpolate between frames in a bezier curve, rather than linearly'"
+Node|CompositorNode|CompositorNodeVecBlur.factor -> factor: float '"Scaling factor for motion vectors; actually \'shutter speed\' in frames"'
+Node|CompositorNode|CompositorNodeVecBlur.max_speed -> speed_max: int "'Maximum speed, or zero for none'"
+Node|CompositorNode|CompositorNodeVecBlur.min_speed -> speed_min: int "'Minimum speed for a pixel to be blurred; used to separate background from foreground'"
+Node|CompositorNode|CompositorNodeVecBlur.samples -> samples: int "'NO DESCRIPTION'"
+Node|NodeGroup.nodetree -> nodetree: pointer "'NO DESCRIPTION'"
+Node|ShaderNode.type -> type: enum, "'(read-only)'"
+Node|ShaderNode|ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean "'Material Node outputs Diffuse'"
+Node|ShaderNode|ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean "'Material Node uses inverted normal'"
+Node|ShaderNode|ShaderNodeExtendedMaterial.material -> material: pointer "'NO DESCRIPTION'"
+Node|ShaderNode|ShaderNodeExtendedMaterial.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.clamp_maximum -> use_max: boolean "'Clamp the output coordinate to a maximum value'"
+Node|ShaderNode|ShaderNodeMapping.clamp_minimum -> use_min: boolean "'Clamp the output coordinate to a minimum value'"
+Node|ShaderNode|ShaderNodeMapping.location -> location: float "'Location offset for the input coordinate'"
+Node|ShaderNode|ShaderNodeMapping.maximum -> max: float "'Maximum value to clamp coordinate to'"
+Node|ShaderNode|ShaderNodeMapping.minimum -> min: float "'Minimum value to clamp coordinate to'"
+Node|ShaderNode|ShaderNodeMapping.rotation -> rotation: float "'Rotation offset for the input coordinate'"
+Node|ShaderNode|ShaderNodeMapping.scale -> scale: float "'Scale adjustment for the input coordinate'"
+Node|ShaderNode|ShaderNodeMaterial.diffuse -> use_diffuse: boolean "'Material Node outputs Diffuse'"
+Node|ShaderNode|ShaderNodeMaterial.invert_normal -> invert_normal: boolean "'Material Node uses inverted normal'"
+Node|ShaderNode|ShaderNodeMaterial.material -> material: pointer "'NO DESCRIPTION'"
+Node|ShaderNode|ShaderNodeMaterial.specular -> use_specular: boolean "'Material Node outputs Specular'"
+Node|ShaderNode|ShaderNodeMath.operation -> operation: enum "'NO DESCRIPTION'"
+Node|ShaderNode|ShaderNodeMixRGB.alpha -> use_alpha: boolean "'Include alpha of second input in this operation'"
+Node|ShaderNode|ShaderNodeMixRGB.blend_type -> blend_type: enum "'NO DESCRIPTION'"
+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'"
+Node|ShaderNode|ShaderNodeValToRGB.color_ramp -> color_ramp: pointer, "'(read-only)'"
+Node|ShaderNode|ShaderNodeVectorCurve.mapping -> mapping: pointer, "'(read-only)'"
+Node|ShaderNode|ShaderNodeVectorMath.operation -> operation: enum "'NO DESCRIPTION'"
+Node|TextureNode.type -> type: enum, "'(read-only)'"
+Node|TextureNode|TextureNodeBricks.offset -> offset: float "'NO DESCRIPTION'"
+Node|TextureNode|TextureNodeBricks.offset_frequency -> offset_frequency: int "'Offset every N rows'"
+Node|TextureNode|TextureNodeBricks.squash -> squash: float "'NO DESCRIPTION'"
+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 -> end: int "'NO DESCRIPTION'"
+Node|TextureNode|TextureNodeCurveTime.start -> start: int "'NO DESCRIPTION'"
+Node|TextureNode|TextureNodeImage.image -> image: pointer "'NO DESCRIPTION'"
+Node|TextureNode|TextureNodeMath.operation -> operation: enum "'NO DESCRIPTION'"
+Node|TextureNode|TextureNodeMixRGB.alpha -> use_alpha: boolean "'Include alpha of second input in this operation'"
+Node|TextureNode|TextureNodeMixRGB.blend_type -> blend_type: enum "'NO DESCRIPTION'"
+Node|TextureNode|TextureNodeOutput.output_name -> output_name: 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)'"
ObjectBase.layers -> layers: boolean "'Layers the object base is on'"
ObjectBase.object -> object: pointer, "'(read-only) Object this base links to'"
ObjectBase.select -> select: boolean "'Object base selection state'"
ObjectConstraints.active -> active: pointer "'Active Object constraint'"
-ObstacleFluidSettings.active -> use: boolean "'Object contributes to the fluid simulation'"
-ObstacleFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'"
-ObstacleFluidSettings.impact_factor -> impact_factor: float "'This is an unphysical value for moving objects - it controls the impact an obstacle has on the fluid, =0 behaves a bit like outflow (deleting fluid), =1 is default, while >1 results in high forces. Can be used to tweak total mass'"
-ObstacleFluidSettings.partial_slip_factor -> partial_slip_factor: float "'Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip'"
-ObstacleFluidSettings.slip_type -> slip_type: enum "'NO DESCRIPTION'"
-ObstacleFluidSettings.volume_initialization -> volume_initialization: enum "'Volume initialization type'"
Operator.bl_description -> bl_description: string "'NO DESCRIPTION'"
Operator.bl_idname -> bl_idname: string "'NO DESCRIPTION'"
Operator.bl_label -> bl_label: string "'NO DESCRIPTION'"
@@ -2308,23 +2701,36 @@ Operator.has_reports -> has_reports: boolean, "'(read-only) Operator has a
Operator.layout -> layout: pointer, "'(read-only)'"
Operator.name -> name: string, "'(read-only)'"
Operator.properties -> properties: pointer, "'(read-only)'"
-OperatorFileListElement.name -> name: string "'the name of a file or directory within a file list'"
-OperatorMousePath.loc -> loc: float "'Mouse location'"
-OperatorMousePath.time -> time: float "'Time of mouse location'"
-OperatorStrokeElement.location -> location: float "'NO DESCRIPTION'"
-OperatorStrokeElement.mouse -> mouse: float "'NO DESCRIPTION'"
-OperatorStrokeElement.pen_flip -> pen_flip: boolean "'NO DESCRIPTION'"
-OperatorStrokeElement.pressure -> pressure: float "'Tablet pressure'"
-OperatorStrokeElement.time -> time: float "'NO DESCRIPTION'"
OperatorTypeMacro.properties -> properties: pointer, "'(read-only)'"
-OutflowFluidSettings.active -> use: boolean "'Object contributes to the fluid simulation'"
-OutflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'"
-OutflowFluidSettings.volume_initialization -> volume_initialization: enum "'Volume initialization type'"
PackedFile.size -> size: int, "'(read-only) Size of packed file in bytes'"
Paint.brush -> brush: pointer "'Active paint brush'"
Paint.fast_navigate -> show_low_resolution: boolean "'For multires, show low resolution while navigating the view'"
Paint.show_brush -> show_brush: boolean "'NO DESCRIPTION'"
Paint.show_brush_on_surface -> show_brush_on_surface: boolean "'NO DESCRIPTION'"
+Paint|ImagePaint.invert_stencil -> invert_stencil: boolean "'Invert the stencil layer'"
+Paint|ImagePaint.normal_angle -> normal_angle: int "'Paint most on faces pointing towards the view according to this angle'"
+Paint|ImagePaint.screen_grab_size -> screen_grab_size: int "'Size to capture the image for re-projecting'"
+Paint|ImagePaint.seam_bleed -> seam_bleed: int "'Extend paint beyond the faces UVs to reduce seams (in pixels, slower)'"
+Paint|ImagePaint.show_brush -> show_brush: boolean "'Enables brush shape while not drawing'"
+Paint|ImagePaint.show_brush_draw -> show_brush_draw: boolean "'Enables brush shape while drawing'"
+Paint|ImagePaint.use_backface_cull -> use_backface_culling: boolean "'Ignore faces pointing away from the view (faster)'"
+Paint|ImagePaint.use_clone_layer -> use_clone_layer: boolean "'Use another UV layer as clone source, otherwise use 3D the cursor as the source'"
+Paint|ImagePaint.use_normal_falloff -> use_normal_falloff: boolean "'Paint most on faces pointing towards the view'"
+Paint|ImagePaint.use_occlude -> use_occlude: boolean "'Only paint onto the faces directly under the brush (slower)'"
+Paint|ImagePaint.use_projection -> use_projection: boolean "'Use projection painting for improved consistency in the brush strokes'"
+Paint|ImagePaint.use_stencil_layer -> use_stencil_layer: boolean "'Set the mask layer from the UV layer buttons'"
+Paint|Sculpt.lock_x -> lock_x: boolean "'Disallow changes to the X axis of vertices'"
+Paint|Sculpt.lock_y -> lock_y: boolean "'Disallow changes to the Y axis of vertices'"
+Paint|Sculpt.lock_z -> lock_z: boolean "'Disallow changes to the Z axis of vertices'"
+Paint|Sculpt.radial_symm -> radial_symm: int "'Number of times to copy strokes across the surface'"
+Paint|Sculpt.symmetry_x -> use_symmetry_x: boolean "'Mirror brush across the X axis'"
+Paint|Sculpt.symmetry_y -> use_symmetry_y: boolean "'Mirror brush across the Y axis'"
+Paint|Sculpt.symmetry_z -> use_symmetry_z: boolean "'Mirror brush across the Z axis'"
+Paint|Sculpt.use_openmp -> use_openmp: boolean "'Take advantage of multiple CPU cores to improve sculpting performance'"
+Paint|Sculpt.use_symmetry_feather -> use_symmetry_feather: boolean "'Reduce the strength of the brush where it overlaps symmetrical daubs'"
+Paint|VertexPaint.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.spray -> use_spray: boolean "'Keep applying paint effect while holding mouse'"
Panel.bl_context -> bl_context: string "'NO DESCRIPTION'"
Panel.bl_default_closed -> bl_use_closed: boolean "'NO DESCRIPTION'"
Panel.bl_idname -> bl_idname: string "'NO DESCRIPTION'"
@@ -2334,10 +2740,6 @@ Panel.bl_show_header -> bl_show_header: boolean "'NO DESCRIPTION'"
Panel.bl_space_type -> bl_space_type: enum "'NO DESCRIPTION'"
Panel.layout -> layout: pointer, "'(read-only)'"
Panel.text -> text: string "'NO DESCRIPTION'"
-ParentActuator.compound -> use_compound: boolean "'Add this object shape to the parent shape (only if the parent shape is already compound)'"
-ParentActuator.ghost -> use_ghost: boolean "'Make this object ghost while parented (only if not compound)'"
-ParentActuator.mode -> mode: enum "'NO DESCRIPTION'"
-ParentActuator.object -> object: pointer "'Set this object as parent'"
Particle.alive_state -> alive_state: enum "'NO DESCRIPTION'"
Particle.angular_velocity -> angular_velocity: float "'NO DESCRIPTION'"
Particle.birthtime -> birthtime: float "'NO DESCRIPTION'"
@@ -2383,176 +2785,15 @@ ParticleEdit.object -> object: pointer, "'(read-only) The edited object'"
ParticleEdit.selection_mode -> selection_mode: enum "'Particle select and display mode'"
ParticleEdit.tool -> tool: enum "'NO DESCRIPTION'"
ParticleEdit.type -> type: enum "'NO DESCRIPTION'"
-ParticleFluidSettings.alpha_influence -> alpha_influence: float "'Amount of particle alpha change, inverse of size influence: 0=off (all same alpha), 1=full. (large particles get lower alphas, smaller ones higher values)'"
-ParticleFluidSettings.drops -> use_drops: boolean "'Show drop particles'"
-ParticleFluidSettings.floats -> use_floats: boolean "'Show floating foam particles'"
-ParticleFluidSettings.particle_influence -> particle_influence: float "'Amount of particle size scaling: 0=off (all same size), 1=full (range 0.2-2.0), >1=stronger'"
-ParticleFluidSettings.path -> path: string "'Directory (and/or filename prefix) to store and load particles from'"
-ParticleFluidSettings.tracer -> use_tracer: boolean "'Show tracer particles'"
ParticleHairKey.location -> location: float "'Location of the hair key in object space'"
ParticleHairKey.location_hairspace -> location_hairspace: float "'Location of the hair key in its internal coordinate system, relative to the emitting face'"
ParticleHairKey.time -> time: float "'Relative time of key over hair length'"
ParticleHairKey.weight -> weight: float "'Weight for cloth simulation'"
-ParticleInstanceModifier.alive -> use_alive: boolean "'Show instances when particles are alive'"
-ParticleInstanceModifier.axis -> axis: enum "'Pole axis for rotation'"
-ParticleInstanceModifier.children -> use_children: boolean "'Create instances from child particles'"
-ParticleInstanceModifier.dead -> use_dead: boolean "'Show instances when particles are dead'"
-ParticleInstanceModifier.keep_shape -> use_preserve_shape: boolean '"Don\'t stretch the object"'
-ParticleInstanceModifier.normal -> use_normal: boolean "'Create instances from normal particles'"
-ParticleInstanceModifier.object -> object: pointer "'Object that has the particle system'"
-ParticleInstanceModifier.particle_system_number -> particle_system_number: int "'NO DESCRIPTION'"
-ParticleInstanceModifier.position -> position: float "'Position along path'"
-ParticleInstanceModifier.random_position -> random_position: float "'Randomize position along path'"
-ParticleInstanceModifier.size -> use_size: boolean "'Use particle size to scale the instances'"
-ParticleInstanceModifier.unborn -> use_unborn: boolean "'Show instances when particles are unborn'"
-ParticleInstanceModifier.use_path -> use_path: boolean "'Create instances along particle paths'"
ParticleKey.angular_velocity -> angular_velocity: float "'Key angular velocity'"
ParticleKey.location -> location: float "'Key location'"
ParticleKey.rotation -> rotation: float "'Key rotation quaterion'"
ParticleKey.time -> time: float "'Time of key over the simulation'"
ParticleKey.velocity -> velocity: float "'Key velocity'"
-ParticleSettings.abs_path_time -> use_absolute_path_time: boolean "'Path timing is in absolute frames'"
-ParticleSettings.active_dupliweight -> active_dupliweight: pointer, "'(read-only)'"
-ParticleSettings.active_dupliweight_index -> active_dupliweight_index: int "'NO DESCRIPTION'"
-ParticleSettings.adaptive_angle -> adaptive_angle: int "'How many degrees path has to curve to make another render segment'"
-ParticleSettings.adaptive_pix -> adaptive_pix: int "'How many pixels path has to cover to make another render segment'"
-ParticleSettings.amount -> amount: int "'Total number of particles'"
-ParticleSettings.angular_velocity_factor -> angular_velocity_factor: float "'Angular velocity amount'"
-ParticleSettings.angular_velocity_mode -> angular_velocity_mode: enum "'Particle angular velocity mode'"
-ParticleSettings.animate_branching -> use_animate_branching: boolean "'Animate branching'"
-ParticleSettings.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
-ParticleSettings.billboard_align -> billboard_align: enum "'In respect to what the billboards are aligned'"
-ParticleSettings.billboard_animation -> billboard_animation: enum "'How to animate billboard textures'"
-ParticleSettings.billboard_lock -> lock_billboard: boolean "'Lock the billboards align axis'"
-ParticleSettings.billboard_object -> billboard_object: pointer "'Billboards face this object (default is active camera)'"
-ParticleSettings.billboard_offset -> billboard_offset: float "'NO DESCRIPTION'"
-ParticleSettings.billboard_random_tilt -> billboard_random_tilt: float "'Random tilt of the billboards'"
-ParticleSettings.billboard_split_offset -> billboard_split_offset: enum "'How to offset billboard textures'"
-ParticleSettings.billboard_tilt -> billboard_tilt: float "'Tilt of the billboards'"
-ParticleSettings.billboard_uv_split -> billboard_uv_split: int "'Amount of rows/columns to split UV coordinates for billboards'"
-ParticleSettings.boids -> boids: pointer, "'(read-only)'"
-ParticleSettings.boids_2d -> lock_boids_to_surface: boolean "'Constrain boids to a surface'"
-ParticleSettings.branch_threshold -> branch_threshold: float "'Threshold of branching'"
-ParticleSettings.branching -> use_branching: boolean "'Branch child paths from each other'"
-ParticleSettings.brownian_factor -> brownian_factor: float "'Specify the amount of Brownian motion'"
-ParticleSettings.child_effector -> apply_effector_to_children: boolean "'Apply effectors to children'"
-ParticleSettings.child_guide -> apply_guide_to_children: boolean "'NO DESCRIPTION'"
-ParticleSettings.child_length -> child_length: float "'Length of child paths'"
-ParticleSettings.child_length_thres -> child_length_thres: float "'Amount of particles left untouched by child path length'"
-ParticleSettings.child_nbr -> child_nbr: int "'Amount of children/parent'"
-ParticleSettings.child_radius -> child_radius: float "'Radius of children around parent'"
-ParticleSettings.child_random_size -> child_random_size: float "'Random variation to the size of the child particles'"
-ParticleSettings.child_roundness -> child_roundness: float "'Roundness of children around parent'"
-ParticleSettings.child_size -> child_size: float "'A multiplier for the child particle size'"
-ParticleSettings.child_type -> child_type: enum "'Create child particles'"
-ParticleSettings.clump_factor -> clump_factor: float "'Amount of clumping'"
-ParticleSettings.clumppow -> clumppow: float "'Shape of clumping'"
-ParticleSettings.damp_factor -> damp_factor: float "'Specify the amount of damping'"
-ParticleSettings.die_on_collision -> use_die_on_collision: boolean "'Particles die when they collide with a deflector object'"
-ParticleSettings.died -> use_died: boolean "'Show particles after they have died'"
-ParticleSettings.display -> display: int "'Percentage of particles to display in 3D view'"
-ParticleSettings.distribution -> distribution: enum "'How to distribute particles on selected element'"
-ParticleSettings.drag_factor -> drag_factor: float "'Specify the amount of air-drag'"
-ParticleSettings.draw_as -> draw_as: enum "'How particles are drawn in viewport'"
-ParticleSettings.draw_health -> show_health: boolean "'Draw boid health'"
-ParticleSettings.draw_size -> draw_size: int "'Size of particles on viewport in pixels (0=default)'"
-ParticleSettings.draw_step -> draw_step: int "'How many steps paths are drawn with (power of 2)'"
-ParticleSettings.dupli_group -> dupli_group: pointer "'Show Objects in this Group in place of particles'"
-ParticleSettings.dupli_object -> dupli_object: pointer "'Show this Object in place of particles'"
-ParticleSettings.dupliweights -> dupliweights: collection, "'(read-only) Weights for all of the objects in the dupli group'"
-ParticleSettings.effect_hair -> effect_hair: float "'Hair stiffness for effectors'"
-ParticleSettings.effector_weights -> effector_weights: pointer, "'(read-only)'"
-ParticleSettings.emit_from -> emit_from: enum "'Where to emit particles from'"
-ParticleSettings.emitter -> use_render_emitter: boolean "'Render emitter Object also'"
-ParticleSettings.enable_simplify -> use_simplify: boolean "'Remove child strands as the object becomes smaller on the screen'"
-ParticleSettings.even_distribution -> use_even_distribution: boolean "'Use even distribution from faces based on face areas or edge lengths'"
-ParticleSettings.fluid -> fluid: pointer, "'(read-only)'"
-ParticleSettings.force_field_1 -> force_field_1: pointer, "'(read-only)'"
-ParticleSettings.force_field_2 -> force_field_2: pointer, "'(read-only)'"
-ParticleSettings.frame_end -> frame_end: float "'Frame # to stop emitting particles'"
-ParticleSettings.frame_start -> frame_start: float "'Frame # to start emitting particles'"
-ParticleSettings.grid_invert -> invert_grid: boolean "'Invert what is considered object and what is not'"
-ParticleSettings.grid_resolution -> grid_resolution: int "'The resolution of the particle grid'"
-ParticleSettings.hair_bspline -> use_hair_bspline: boolean "'Interpolate hair using B-Splines'"
-ParticleSettings.hair_step -> hair_step: int "'Number of hair segments'"
-ParticleSettings.integrator -> integrator: enum "'Select physics integrator type'"
-ParticleSettings.jitter_factor -> jitter_factor: float "'Amount of jitter applied to the sampling'"
-ParticleSettings.keyed_loops -> keyed_loops: int "'Number of times the keys are looped'"
-ParticleSettings.keys_step -> keys_step: int "'NO DESCRIPTION'"
-ParticleSettings.kink -> kink: enum "'Type of periodic offset on the path'"
-ParticleSettings.kink_amplitude -> kink_amplitude: float "'The amplitude of the offset'"
-ParticleSettings.kink_axis -> kink_axis: enum "'Which axis to use for offset'"
-ParticleSettings.kink_frequency -> kink_frequency: float "'The frequency of the offset (1/total length)'"
-ParticleSettings.kink_shape -> kink_shape: float "'Adjust the offset to the beginning/end'"
-ParticleSettings.lifetime -> lifetime: float "'Specify the life span of the particles'"
-ParticleSettings.line_length_head -> line_length_head: float '"Length of the line\'s head"'
-ParticleSettings.line_length_tail -> line_length_tail: float '"Length of the line\'s tail"'
-ParticleSettings.mass -> mass: float "'Specify the mass of the particles'"
-ParticleSettings.material -> material: int "'Specify material used for the particles'"
-ParticleSettings.material_color -> show_material_color: boolean '"Draw particles using material\'s diffuse color"'
-ParticleSettings.normal_factor -> normal_factor: float "'Let the surface normal give the particle a starting speed'"
-ParticleSettings.num -> show_number: boolean "'Show particle number'"
-ParticleSettings.object_aligned_factor -> object_aligned_factor: float "'Let the emitter object orientation give the particle a starting speed'"
-ParticleSettings.object_factor -> object_factor: float "'Let the object give the particle a starting speed'"
-ParticleSettings.parent -> use_parents: boolean "'Render parent particles'"
-ParticleSettings.particle_factor -> particle_factor: float "'Let the target particle give the particle a starting speed'"
-ParticleSettings.particle_size -> particle_size: float "'The size of the particles'"
-ParticleSettings.path_end -> path_end: float "'End time of drawn path'"
-ParticleSettings.path_start -> path_start: float "'Starting time of drawn path'"
-ParticleSettings.phase_factor -> phase_factor: float "'Initial rotation phase'"
-ParticleSettings.physics_type -> physics_type: enum "'Particle physics type'"
-ParticleSettings.rand_group -> use_group_pick_random: boolean "'Pick objects from group randomly'"
-ParticleSettings.random_factor -> random_factor: float "'Give the starting speed a random variation'"
-ParticleSettings.random_length -> random_length: float "'Give path length a random variation'"
-ParticleSettings.random_lifetime -> random_lifetime: float "'Give the particle life a random variation'"
-ParticleSettings.random_phase_factor -> random_phase_factor: float "'Randomize rotation phase'"
-ParticleSettings.random_rotation_factor -> random_rotation_factor: float "'Randomize rotation'"
-ParticleSettings.random_size -> random_size: float "'Give the particle size a random variation'"
-ParticleSettings.react_event -> react_event: enum "'The event of target particles to react on'"
-ParticleSettings.react_multiple -> use_react_multiple: boolean "'React multiple times'"
-ParticleSettings.react_start_end -> use_react_start_end: boolean "'Give birth to unreacted particles eventually'"
-ParticleSettings.reaction_shape -> reaction_shape: float "'Power of reaction strength dependence on distance to target'"
-ParticleSettings.reactor_factor -> reactor_factor: float "'Let the vector away from the target particles location give the particle a starting speed'"
-ParticleSettings.ren_as -> ren_as: enum "'How particles are rendered'"
-ParticleSettings.render_adaptive -> use_render_adaptive: boolean "'Use adapative rendering for paths'"
-ParticleSettings.render_step -> render_step: int "'How many steps paths are rendered with (power of 2)'"
-ParticleSettings.render_strand -> use_strand_primitive: boolean "'Use the strand primitive for rendering'"
-ParticleSettings.rendered_child_nbr -> rendered_child_nbr: int "'Amount of children/parent for rendering'"
-ParticleSettings.rotate_from -> rotate_from: enum "'NO DESCRIPTION'"
-ParticleSettings.rotation_dynamic -> use_dynamic_rotation: boolean "'Sets rotation to dynamic/constant'"
-ParticleSettings.rotation_mode -> rotation_mode: enum "'Particles initial rotation'"
-ParticleSettings.rough1 -> rough1: float "'Amount of location dependent rough'"
-ParticleSettings.rough1_size -> rough1_size: float "'Size of location dependent rough'"
-ParticleSettings.rough2 -> rough2: float "'Amount of random rough'"
-ParticleSettings.rough2_size -> rough2_size: float "'Size of random rough'"
-ParticleSettings.rough2_thres -> rough2_thres: float "'Amount of particles left untouched by random rough'"
-ParticleSettings.rough_end_shape -> rough_end_shape: float "'Shape of end point rough'"
-ParticleSettings.rough_endpoint -> rough_endpoint: float "'Amount of end point rough'"
-ParticleSettings.self_effect -> use_self_effect: boolean "'Particle effectors effect themselves'"
-ParticleSettings.show_size -> show_size: boolean "'Show particle size'"
-ParticleSettings.simplify_rate -> simplify_rate: float "'Speed of simplification'"
-ParticleSettings.simplify_refsize -> simplify_refsize: int "'Reference size in pixels, after which simplification begins'"
-ParticleSettings.simplify_transition -> simplify_transition: float "'Transition period for fading out strands'"
-ParticleSettings.simplify_viewport -> simplify_viewport: float "'Speed of Simplification'"
-ParticleSettings.size_deflect -> use_size_deflect: boolean '"Use particle\'s size in deflection"'
-ParticleSettings.sizemass -> use_multiply_size_mass: boolean "'Multiply mass by particle size'"
-ParticleSettings.subframes -> subframes: int "'Subframes to simulate for improved stability and finer granularity simulations'"
-ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean "'Start and end points are the same'"
-ParticleSettings.tangent_factor -> tangent_factor: float "'Let the surface tangent give the particle a starting speed'"
-ParticleSettings.tangent_phase -> tangent_phase: float "'Rotate the surface tangent'"
-ParticleSettings.time_tweak -> time_tweak: float "'A multiplier for physics timestep (1.0 means one frame = 1/25 seconds)'"
-ParticleSettings.trail_count -> trail_count: int "'Number of trail particles'"
-ParticleSettings.trand -> use_emit_random: boolean "'Emit in random order of elements'"
-ParticleSettings.type -> type: enum "'NO DESCRIPTION'"
-ParticleSettings.unborn -> use_unborn: boolean "'Show particles before they are emitted'"
-ParticleSettings.use_global_dupli -> use_global_dupli: boolean '"Use object\'s global coordinates for duplication"'
-ParticleSettings.use_group_count -> use_group_count: boolean "'Use object multiple times in the same group'"
-ParticleSettings.userjit -> userjit: int "'Emission locations / face (0 = automatic)'"
-ParticleSettings.velocity -> show_velocity: boolean "'Show particle velocity'"
-ParticleSettings.velocity_length -> use_velocity_length: boolean "'Multiply line length by particle speed'"
-ParticleSettings.viewport -> use_simplify_viewport: boolean "'NO DESCRIPTION'"
-ParticleSettings.virtual_parents -> virtual_parents: float "'Relative amount of virtual parents'"
-ParticleSettings.whole_group -> use_whole_group: boolean "'Use whole group at once'"
ParticleSystem.active_particle_target -> active_particle_target: pointer, "'(read-only)'"
ParticleSystem.active_particle_target_index -> active_particle_target_index: int "'NO DESCRIPTION'"
ParticleSystem.billboard_normal_uv -> billboard_normal_uv: string "'UV Layer to control billboard normals'"
@@ -2599,7 +2840,6 @@ ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string "'Vertex
ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent: boolean "'Negate the effect of the tangent vertex group'"
ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string "'Vertex group to control velocity'"
ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity: boolean "'Negate the effect of the velocity vertex group'"
-ParticleSystemModifier.particle_system -> particle_system: pointer, "'(read-only) Particle System that this modifier controls'"
ParticleTarget.duration -> duration: float "'NO DESCRIPTION'"
ParticleTarget.mode -> mode: enum "'NO DESCRIPTION'"
ParticleTarget.name -> name: string, "'(read-only) Particle target name'"
@@ -2607,13 +2847,6 @@ ParticleTarget.object -> object: pointer "'The object that has the target par
ParticleTarget.system -> system: int "'The index of particle system on the target object'"
ParticleTarget.time -> time: float "'NO DESCRIPTION'"
ParticleTarget.valid -> is_valid: boolean "'Keyed particles target is valid'"
-PivotConstraint.enabled_rotation_range -> enabled_rotation_range: enum "'Rotation range on which pivoting should occur'"
-PivotConstraint.head_tail -> head_tail: float "'Target along length of bone: Head=0, Tail=1'"
-PivotConstraint.offset -> offset: float '"Offset of pivot from target (when set), or from owner\'s location (when Fixed Position is off), or the absolute pivot point"'
-PivotConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
-PivotConstraint.target -> target: pointer "'Target Object, defining the position of the pivot when defined'"
-PivotConstraint.use_relative_position -> use_relative_location: boolean "'Offset will be an absolute point in space instead of relative to the target'"
-PluginSequence.filename -> filename: string, "'(read-only)'"
PointCache.active_point_cache_index -> active_point_cache_index: int "'NO DESCRIPTION'"
PointCache.baked -> is_baked: boolean, "'(read-only)'"
PointCache.baking -> is_baking: boolean, "'(read-only)'"
@@ -2648,21 +2881,6 @@ PointDensity.turbulence_influence -> turbulence_influence: enum "'Method for
PointDensity.turbulence_size -> turbulence_size: float "'Scale of the added turbulent noise'"
PointDensity.turbulence_strength -> turbulence_strength: float "'NO DESCRIPTION'"
PointDensity.vertices_cache -> vertices_cache: enum "'Co-ordinate system to cache vertices in'"
-PointDensityTexture.pointdensity -> pointdensity: pointer, "'(read-only) The point density settings associated with this texture'"
-PointLamp.falloff_curve -> falloff_curve: pointer, "'(read-only) Custom Lamp Falloff Curve'"
-PointLamp.falloff_type -> falloff_type: enum "'Intensity Decay with distance'"
-PointLamp.linear_attenuation -> linear_attenuation: float "'Linear distance attenuation'"
-PointLamp.only_shadow -> use_only_shadow: boolean "'Causes light to cast shadows only without illuminating objects'"
-PointLamp.quadratic_attenuation -> quadratic_attenuation: float "'Quadratic distance attenuation'"
-PointLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "'Threshold for Adaptive Sampling (Raytraced shadows)'"
-PointLamp.shadow_color -> shadow_color: float "'Color of shadows cast by the lamp'"
-PointLamp.shadow_layer -> use_shadow_layer: boolean "'Causes only objects on the same layer to cast shadows'"
-PointLamp.shadow_method -> shadow_method: enum "'Method to compute lamp shadow with'"
-PointLamp.shadow_ray_samples -> shadow_ray_samples: int "'Amount of samples taken extra (samples x samples)'"
-PointLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower'"
-PointLamp.shadow_soft_size -> shadow_soft_size: float "'Light size for ray shadow sampling (Raytraced shadows)'"
-PointLamp.sphere -> use_sphere: boolean "'Sets light intensity to zero beyond lamp distance'"
-PointerProperty.fixed_type -> fixed_type: pointer, "'(read-only) Fixed pointer type, empty if variable type'"
Pose.active_bone_group -> active_bone_group: pointer "'Active bone group for this pose'"
Pose.active_bone_group_index -> active_bone_group_index: int "'Active index in bone groups array'"
Pose.animation_visualisation -> animation_visualisation: pointer, "'(read-only) Animation data for this datablock'"
@@ -2719,10 +2937,6 @@ PoseBone.scale -> scale: float "'NO DESCRIPTION'"
PoseBone.select -> select: boolean "'NO DESCRIPTION'"
PoseBone.tail -> tail: float, '"(read-only) Location of tail of the channel\'s bone"'
PoseBoneConstraints.active -> active: pointer "'Active PoseChannel constraint'"
-PoseTemplate.name -> name: string "'NO DESCRIPTION'"
-PoseTemplateSettings.active_template_index -> active_template_index: int "'NO DESCRIPTION'"
-PoseTemplateSettings.generate_def_rig -> use_generate_deform_rig: boolean "'Create a copy of the metarig, constrainted by the generated rig'"
-PoseTemplateSettings.templates -> templates: collection, "'(read-only)'"
Property.description -> description: string, "'(read-only) Description of the property for tooltips'"
Property.identifier -> identifier: string, "'(read-only) Unique name used in the code and scripting'"
Property.is_never_none -> is_never_none: boolean, '"(read-only) True when this value can\'t be set to None"'
@@ -2736,53 +2950,34 @@ Property.subtype -> subtype: enum, "'(read-only) Semantic interpretation o
Property.type -> type: enum, "'(read-only) Data type of the property'"
Property.unit -> unit: enum, "'(read-only) Type of units for this property'"
Property.use_output -> is_output: boolean, "'(read-only) True when this property is an output value from an RNA function'"
-PropertyActuator.mode -> mode: enum "'NO DESCRIPTION'"
-PropertyActuator.object -> object: pointer "'Copy from this Object'"
-PropertyActuator.object_property -> object_property: string "'Copy this property'"
-PropertyActuator.property -> property: string "'The name of the property'"
-PropertyActuator.value -> value: string '\'The value to use, use "" around strings\''
-PropertySensor.evaluation_type -> evaluation_type: enum "'Type of property evaluation'"
-PropertySensor.max_value -> value_max: string "'Specify maximum value in Interval type'"
-PropertySensor.min_value -> value_min: string "'Specify minimum value in Interval type'"
-PropertySensor.property -> property: string "'NO DESCRIPTION'"
-PropertySensor.value -> value: string "'Check for this value in types in Equal or Not Equal types'"
-PythonConstraint.number_of_targets -> number_of_targets: int "'Usually only 1-3 are needed'"
-PythonConstraint.script_error -> has_script_error: boolean, "'(read-only) The linked Python script has thrown an error'"
-PythonConstraint.targets -> targets: collection, "'(read-only) Target Objects'"
-PythonConstraint.text -> text: pointer "'The text object that contains the Python script'"
-PythonConstraint.use_targets -> use_targets: boolean "'Use the targets indicated in the constraint panel'"
-PythonController.debug -> use_debug: boolean "'Continuously reload the module from disk for editing external modules without restarting'"
-PythonController.mode -> mode: enum "'Python script type (textblock or module - faster)'"
-PythonController.module -> module: string '\'Module name and function to run e.g. "someModule.main". Internal texts and external python files can be used\''
-PythonController.text -> text: pointer "'Text datablock with the python script'"
++ * Property|BooleanProperty.array_length -> array_length: int, "'(read-only) Maximum length of the array, 0 means unlimited'"
++ * Property|BooleanProperty.default -> default: boolean, "'(read-only) Default value for this number'"
++ * Property|BooleanProperty.default_array -> default_array: boolean, "'(read-only) Default value for this array'"
++ * Property|CollectionProperty.fixed_type -> fixed_type: pointer, "'(read-only) Fixed pointer type, empty if variable type'"
+Property|EnumProperty.default -> default: enum, "'(read-only) Default value for this enum'"
+Property|EnumProperty.items -> items: collection, "'(read-only) Possible values for the property'"
+Property|FloatProperty.array_length -> array_length: int, "'(read-only) Maximum length of the array, 0 means unlimited'"
+Property|FloatProperty.default -> default: float, "'(read-only) Default value for this number'"
+Property|FloatProperty.default_array -> default_array: float, "'(read-only) Default value for this array'"
+Property|FloatProperty.hard_max -> hard_max: float, "'(read-only) Maximum value used by buttons'"
+Property|FloatProperty.hard_min -> hard_min: float, "'(read-only) Minimum value used by buttons'"
+Property|FloatProperty.precision -> precision: int, "'(read-only) Number of digits after the dot used by buttons'"
+Property|FloatProperty.soft_max -> soft_max: float, "'(read-only) Maximum value used by buttons'"
+Property|FloatProperty.soft_min -> soft_min: float, "'(read-only) Minimum value used by buttons'"
+Property|FloatProperty.step -> step: float, "'(read-only) Step size used by number buttons, for floats 1/100th of the step size'"
+Property|IntProperty.array_length -> array_length: int, "'(read-only) Maximum length of the array, 0 means unlimited'"
+Property|IntProperty.default -> default: int, "'(read-only) Default value for this number'"
+Property|IntProperty.default_array -> default_array: int, "'(read-only) Default value for this array'"
+Property|IntProperty.hard_max -> hard_max: int, "'(read-only) Maximum value used by buttons'"
+Property|IntProperty.hard_min -> hard_min: int, "'(read-only) Minimum value used by buttons'"
+Property|IntProperty.soft_max -> soft_max: int, "'(read-only) Maximum value used by buttons'"
+Property|IntProperty.soft_min -> soft_min: int, "'(read-only) Minimum value used by buttons'"
+Property|IntProperty.step -> step: int, "'(read-only) Step size used by number buttons, for floats 1/100th of the step size'"
+Property|PointerProperty.fixed_type -> fixed_type: pointer, "'(read-only) Fixed pointer type, empty if variable type'"
+Property|StringProperty.default -> default: string, "'(read-only) string default value'"
+Property|StringProperty.max_length -> length_max: int, "'(read-only) Maximum length of the string, 0 means unlimited'"
RGBANodeSocket.default_value -> default_value: float "'Default value of the socket when no link is attached'"
RGBANodeSocket.name -> name: string, "'(read-only) Socket name'"
-RadarSensor.angle -> angle: float "'Opening angle of the radar cone'"
-RadarSensor.axis -> axis: enum "'Specify along which axis the radar cone is cast'"
-RadarSensor.distance -> distance: float "'Depth of the radar cone'"
-RadarSensor.property -> property: string "'Only look for Objects with this property'"
-RandomActuator.always_true -> use_always_true: boolean "'Always false or always true'"
-RandomActuator.chance -> chance: float "'Pick a number between 0 and 1. Success if you stay below this value'"
-RandomActuator.distribution -> distribution: enum "'Choose the type of distribution'"
-RandomActuator.float_max -> float_max: float "'Choose a number from a range. Upper boundary of the range'"
-RandomActuator.float_mean -> float_mean: float "'A normal distribution. Mean of the distribution'"
-RandomActuator.float_min -> float_min: float "'Choose a number from a range. Lower boundary of the range'"
-RandomActuator.float_value -> float_value: float "'Always return this number'"
-RandomActuator.half_life_time -> half_life_time: float "'Negative exponential dropoff'"
-RandomActuator.int_max -> int_max: int "'Choose a number from a range. Upper boundary of the range'"
-RandomActuator.int_mean -> int_mean: float "'Expected mean value of the distribution'"
-RandomActuator.int_min -> int_min: int "'Choose a number from a range. Lower boundary of the range'"
-RandomActuator.int_value -> int_value: int "'Always return this number'"
-RandomActuator.property -> property: string "'Assign the random value to this property'"
-RandomActuator.seed -> seed: int "'Initial seed of the random generator. Use Python for more freedom (choose 0 for not random)'"
-RandomActuator.standard_derivation -> standard_derivation: float "'A normal distribution. Standard deviation of the distribution'"
-RandomSensor.seed -> seed: int "'Initial seed of the generator. (Choose 0 for not random)'"
-RaySensor.axis -> axis: enum "'Specify along which axis the ray is cast'"
-RaySensor.material -> material: string "'Only look for Objects with this material'"
-RaySensor.property -> property: string "'Only look for Objects with this property'"
-RaySensor.range -> range: float "'Sense objects no farther than this distance'"
-RaySensor.ray_type -> ray_type: enum "'Toggle collision on material or property'"
-RaySensor.x_ray_mode -> use_x_ray: boolean '"See through objects that don\'t have the property"'
Region.height -> height: int, "'(read-only) Region height'"
Region.id -> id: int, "'(read-only) Unique ID for this region'"
Region.type -> type: enum, "'(read-only) Type of this region'"
@@ -2957,17 +3152,6 @@ RenderSettings.use_shadows -> use_shadows: boolean "'Calculate shadows while
RenderSettings.use_simplify -> use_simplify: boolean "'Enable simplification of scene for quicker preview renders'"
RenderSettings.use_sss -> use_sss: boolean "'Calculate sub-surface scattering in materials rendering'"
RenderSettings.use_textures -> use_textures: boolean "'Use textures to affect material properties'"
-RigidBodyJointConstraint.axis_x -> axis_x: float "'Rotate pivot on X axis in degrees'"
-RigidBodyJointConstraint.axis_y -> axis_y: float "'Rotate pivot on Y axis in degrees'"
-RigidBodyJointConstraint.axis_z -> axis_z: float "'Rotate pivot on Z axis in degrees'"
-RigidBodyJointConstraint.child -> child: pointer "'Child object'"
-NEGATE * RigidBodyJointConstraint.disable_linked_collision -> use_linked_collision: boolean "'Disable collision between linked bodies'"
-RigidBodyJointConstraint.draw_pivot -> show_pivot: boolean "'Display the pivot point and rotation in 3D view'"
-RigidBodyJointConstraint.pivot_type -> pivot_type: enum "'NO DESCRIPTION'"
-RigidBodyJointConstraint.pivot_x -> pivot_x: float "'Offset pivot on X'"
-RigidBodyJointConstraint.pivot_y -> pivot_y: float "'Offset pivot on Y'"
-RigidBodyJointConstraint.pivot_z -> pivot_z: float "'Offset pivot on Z'"
-RigidBodyJointConstraint.target -> target: pointer "'Target Object'"
SPHFluidSettings.buoyancy -> buoyancy: float "'NO DESCRIPTION'"
SPHFluidSettings.fluid_radius -> fluid_radius: float "'Fluid interaction Radius'"
SPHFluidSettings.rest_density -> rest_density: float "'Density'"
@@ -2977,52 +3161,6 @@ SPHFluidSettings.stiffness_k -> stiffness_k: float "'Constant K - Stiffness'"
SPHFluidSettings.stiffness_knear -> stiffness_knear: float "'Repulsion factor: stiffness_knear'"
SPHFluidSettings.viscosity_beta -> viscosity_beta: float "'Square viscosity factor'"
SPHFluidSettings.viscosity_omega -> viscosity_omega: float "'Linear viscosity'"
-Scene.active_keying_set -> active_keying_set: pointer "'Active Keying Set used to insert/delete keyframes'"
-Scene.active_keying_set_index -> active_keying_set_index: int '"Current Keying Set index (negative for \'builtin\' and positive for \'absolute\')"'
-Scene.all_keying_sets -> all_keying_sets: collection, "'(read-only) All Keying Sets available for use (builtins and Absolute Keying Sets for this Scene)'"
-Scene.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
-Scene.bases -> bases: collection, "'(read-only)'"
-Scene.camera -> camera: pointer "'Active camera used for rendering the scene'"
-Scene.cursor_location -> cursor_location: float "'3D cursor location'"
-Scene.distance_model -> distance_model: enum "'Distance model for distance attenuation calculation'"
-Scene.doppler_factor -> doppler_factor: float "'Pitch factor for Doppler effect calculation'"
-Scene.frame_current -> frame_current: int "'NO DESCRIPTION'"
-Scene.frame_drop -> use_frame_drop: boolean "'Play back dropping frames if frame display is too slow'"
-Scene.frame_end -> frame_end: int "'Final frame of the playback/rendering range'"
-Scene.frame_start -> frame_start: int "'First frame of the playback/rendering range'"
-Scene.frame_step -> frame_step: int "'Number of frames to skip forward while rendering/playing back each frame'"
-Scene.game_data -> game_data: pointer, "'(read-only)'"
-Scene.gravity -> gravity: float "'Constant acceleration in a given direction'"
-Scene.grease_pencil -> grease_pencil: pointer "'Grease Pencil datablock'"
-Scene.keying_sets -> keying_sets: collection, "'(read-only) Absolute Keying Sets for this Scene'"
-Scene.layers -> layers: boolean "'Layers visible when rendering the scene'"
-Scene.mute_audio -> mute_audio: boolean "'Play back of audio from Sequence Editor will be muted'"
-Scene.network_render -> network_render: pointer, "'(read-only) Network Render Settings'"
-Scene.nla_tweakmode_on -> use_nla_tweakmode: boolean, "'(read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only'"
-Scene.nodetree -> nodetree: pointer, "'(read-only) Compositing node tree'"
-Scene.objects -> objects: collection, "'(read-only)'"
-Scene.orientations -> orientations: collection, "'(read-only)'"
-Scene.pose_templates -> pose_templates: pointer, "'(read-only) Pose Template Settings'"
-Scene.preview_range_frame_end -> preview_range_frame_end: int "'Alternative end frame for UI playback'"
-Scene.preview_range_frame_start -> preview_range_frame_start: int "'Alternative start frame for UI playback'"
-Scene.render -> render: pointer, "'(read-only)'"
-Scene.scrub_audio -> use_audio_scrub: boolean "'Play audio from Sequence Editor while scrubbing'"
-Scene.sequence_editor -> sequence_editor: pointer, "'(read-only)'"
-Scene.set -> set: pointer "'Background set scene'"
-Scene.speed_of_sound -> speed_of_sound: float "'Speed of sound for Doppler effect calculation'"
-Scene.stamp_note -> stamp_note: string "'User define note for the render stamping'"
-Scene.sync_audio -> use_audio_sync: boolean "'Play back and sync with audio clock, dropping frames if frame display is too slow'"
-Scene.sync_mode -> sync_mode: enum "'How to sync playback'"
-Scene.timeline_markers -> timeline_markers: collection, "'(read-only) Markers used in all timelines for the current scene'"
-Scene.tool_settings -> tool_settings: pointer, "'(read-only)'"
-Scene.unit_settings -> unit_settings: pointer, "'(read-only) Unit editing settings'"
-Scene.use_gravity -> use_gravity: boolean "'Use global gravity for all dynamics'"
-Scene.use_nodes -> use_nodes: boolean "'Enable the compositing node tree'"
-Scene.use_preview_range -> use_preview_range: boolean "'Use an alternative start/end frame for UI playback, rather than the scene start/end frame'"
-Scene.world -> world: pointer "'World used for rendering the scene'"
-SceneActuator.camera -> camera: pointer "'Set this Camera. Leave empty to refer to self object'"
-SceneActuator.mode -> mode: enum "'NO DESCRIPTION'"
-SceneActuator.scene -> scene: pointer "'Set the Scene to be added/removed/paused/resumed'"
SceneBases.active -> active: pointer "'Active object base in the scene'"
SceneGameData.activity_culling -> use_activity_culling: boolean "'Activity culling is enabled'"
SceneGameData.activity_culling_box_radius -> activity_culling_box_radius: float "'Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled'"
@@ -3106,58 +3244,12 @@ SceneRenderLayer.zmask -> use_zmask: boolean '"Only render what\'s in front o
SceneRenderLayer.zmask_layers -> layers_zmask: boolean "'Zmask scene layers'"
SceneRenderLayer.zmask_negate -> invert_zmask: boolean "'For Zmask, only render what is behind solid z values instead of in front'"
SceneRenderLayer.ztransp -> use_ztransp: boolean "'Render Z-Transparent faces in this Layer (On top of Solid and Halos)'"
-SceneSequence.animation_end_offset -> animation_end_offset: int "'Animation end offset (trim end)'"
-SceneSequence.animation_start_offset -> animation_start_offset: int "'Animation start offset (trim start)'"
-SceneSequence.color_balance -> color_balance: pointer, "'(read-only)'"
-SceneSequence.color_saturation -> color_saturation: float "'NO DESCRIPTION'"
-SceneSequence.convert_float -> use_float: boolean "'Convert input to float data'"
-SceneSequence.crop -> crop: pointer, "'(read-only)'"
-SceneSequence.de_interlace -> use_deinterlace: boolean "'For video movies to remove fields'"
-SceneSequence.flip_x -> use_flip_x: boolean "'Flip on the X axis'"
-SceneSequence.flip_y -> use_flip_y: boolean "'Flip on the Y axis'"
-SceneSequence.multiply_colors -> multiply_colors: float "'NO DESCRIPTION'"
-SceneSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'"
-SceneSequence.proxy -> proxy: pointer, "'(read-only)'"
-SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "'Use a custom directory to store data'"
-SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean "'Use a custom file to read proxy data from'"
-SceneSequence.reverse_frames -> use_reverse_frames: boolean "'Reverse frame order'"
-SceneSequence.scene -> scene: pointer "'Scene that this sequence uses'"
-SceneSequence.scene_camera -> scene_camera: pointer "'Override the scenes active camera'"
-SceneSequence.strobe -> strobe: float "'Only display every nth frame'"
-SceneSequence.transform -> transform: pointer, "'(read-only)'"
-SceneSequence.use_color_balance -> use_color_balance: boolean "'(3-Way color correction) on input'"
-SceneSequence.use_crop -> use_crop: boolean "'Crop image before processing'"
-SceneSequence.use_proxy -> use_proxy: boolean "'Use a preview proxy for this strip'"
-SceneSequence.use_translation -> use_translation: boolean "'Translate image before processing'"
Scopes.accuracy -> accuracy: float "'Proportion of original image source pixel lines to sample'"
Scopes.histogram -> histogram: pointer, "'(read-only) Histogram for viewing image statistics'"
Scopes.use_full_resolution -> use_full_resolution: boolean "'Sample every pixel of the image'"
Scopes.vectorscope_alpha -> vectorscope_alpha: float "'Opacity of the points'"
Scopes.waveform_alpha -> waveform_alpha: float "'Opacity of the points'"
Scopes.waveform_mode -> waveform_mode: enum "'NO DESCRIPTION'"
-Screen.animation_playing -> is_animation_playing: boolean, "'(read-only) Animation playback is active'"
-Screen.areas -> areas: collection, "'(read-only) Areas the screen is subdivided into'"
-Screen.fullscreen -> is_fullscreen: boolean, "'(read-only) An area is maximised, filling this screen'"
-Screen.scene -> scene: pointer "'Active scene to be edited in the screen'"
-ScrewModifier.angle -> angle: float "'Angle of revolution'"
-ScrewModifier.axis -> axis: enum "'Screw axis'"
-ScrewModifier.iterations -> iterations: int "'Number of times to apply the screw operation'"
-ScrewModifier.object -> object: pointer "'Object to define the screw axis'"
-ScrewModifier.render_steps -> render_steps: int "'Number of steps in the revolution'"
-ScrewModifier.screw_offset -> screw_offset: float "'Offset the revolution along its axis'"
-ScrewModifier.steps -> steps: int "'Number of steps in the revolution'"
-ScrewModifier.use_normal_calculate -> use_normal_calculate: boolean "'Calculate the order of edges (needed for meshes, but not curves)'"
-ScrewModifier.use_normal_flip -> use_normal_flip: boolean "'Flip normals of lathed faces'"
-ScrewModifier.use_object_screw_offset -> use_object_screw_offset: boolean "'Use the distance between the objects to make a screw'"
-Sculpt.lock_x -> lock_x: boolean "'Disallow changes to the X axis of vertices'"
-Sculpt.lock_y -> lock_y: boolean "'Disallow changes to the Y axis of vertices'"
-Sculpt.lock_z -> lock_z: boolean "'Disallow changes to the Z axis of vertices'"
-Sculpt.radial_symm -> radial_symm: int "'Number of times to copy strokes across the surface'"
-Sculpt.symmetry_x -> use_symmetry_x: boolean "'Mirror brush across the X axis'"
-Sculpt.symmetry_y -> use_symmetry_y: boolean "'Mirror brush across the Y axis'"
-Sculpt.symmetry_z -> use_symmetry_z: boolean "'Mirror brush across the Z axis'"
-Sculpt.use_openmp -> use_openmp: boolean "'Take advantage of multiple CPU cores to improve sculpting performance'"
-Sculpt.use_symmetry_feather -> use_symmetry_feather: boolean "'Reduce the strength of the brush where it overlaps symmetrical daubs'"
Sensor.expanded -> show_expanded: boolean "'Set sensor expanded in the user interface'"
Sensor.frequency -> frequency: int "'Delay between repeated pulses(in logic tics, 0=no delay)'"
Sensor.invert -> invert: boolean "'Invert the level(output) of this sensor'"
@@ -3168,6 +3260,56 @@ Sensor.pulse_false_level -> use_pulse_false_level: boolean "'Activate FALSE l
Sensor.pulse_true_level -> use_pulse_true_level: boolean "'Activate TRUE level triggering (pulse mode)'"
Sensor.tap -> use_tap: boolean "'Trigger controllers only for an instant, even while the sensor remains true'"
Sensor.type -> type: enum "'NO DESCRIPTION'"
++ * Sensor|ActuatorSensor.actuator -> actuator: string "'Actuator name, actuator active state modifications will be detected'"
++ * Sensor|ArmatureSensor.bone -> bone: string "'Identify the bone to check value from'"
++ * Sensor|ArmatureSensor.constraint -> constraint: string "'Identify the bone constraint to check value from'"
++ * Sensor|ArmatureSensor.test_type -> test_type: enum "'Type of value and test'"
++ * Sensor|ArmatureSensor.value -> value: float "'Specify value to be used in comparison'"
++ * Sensor|CollisionSensor.collision_type -> use_material: boolean "'Use material instead of property'"
++ * Sensor|CollisionSensor.material -> material: string "'Only look for Objects with this material'"
++ * Sensor|CollisionSensor.property -> property: string "'Only look for Objects with this property'"
++ * Sensor|CollisionSensor.pulse -> use_pulse: boolean "'Changes to the set of colliding objects generates pulse'"
+Sensor|DelaySensor.delay -> delay: int "'Delay in number of logic tics before the positive trigger (default 60 per second)'"
+Sensor|DelaySensor.duration -> duration: int "'If >0, delay in number of logic tics before the negative trigger following the positive trigger'"
+Sensor|DelaySensor.repeat -> use_repeat: boolean "'Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics'"
+Sensor|JoystickSensor.all_events -> use_all_events: boolean "'Triggered by all events on this joysticks current type (axis/button/hat)'"
+Sensor|JoystickSensor.axis_direction -> axis_direction: enum "'The direction of the axis'"
+Sensor|JoystickSensor.axis_number -> axis_number: int "'Specify which axis pair to use, 1 is usually the main direction input'"
+Sensor|JoystickSensor.axis_threshold -> axis_threshold: int "'Specify the precision of the axis'"
+Sensor|JoystickSensor.button_number -> button_number: int "'Specify which button to use'"
+Sensor|JoystickSensor.event_type -> event_type: enum "'The type of event this joystick sensor is triggered on'"
+Sensor|JoystickSensor.hat_direction -> hat_direction: enum "'Specify hat direction'"
+Sensor|JoystickSensor.hat_number -> hat_number: int "'Specify which hat to use'"
+Sensor|JoystickSensor.joystick_index -> joystick_index: int "'Specify which joystick to use'"
+Sensor|JoystickSensor.single_axis_number -> single_axis_number: int "'Specify a single axis (verticle/horizontal/other) to detect'"
+Sensor|KeyboardSensor.all_keys -> use_all_keys: boolean "'Trigger this sensor on any keystroke'"
+Sensor|KeyboardSensor.key -> key: enum "'NO DESCRIPTION'"
+Sensor|KeyboardSensor.log -> log: string "'Property that receive the keystrokes in case a string is logged'"
+Sensor|KeyboardSensor.modifier_key -> modifier_key: enum "'Modifier key code'"
+Sensor|KeyboardSensor.second_modifier_key -> second_modifier_key: enum "'Modifier key code'"
+Sensor|KeyboardSensor.target -> target: string "'Property that indicates whether to log keystrokes as a string'"
+Sensor|MessageSensor.subject -> subject: string "'Optional subject filter: only accept messages with this subject, or empty for all'"
+Sensor|MouseSensor.mouse_event -> mouse_event: enum "'Specify the type of event this mouse sensor should trigger on'"
+Sensor|NearSensor.distance -> distance: float "'Trigger distance'"
+Sensor|NearSensor.property -> property: string "'Only look for objects with this property'"
+Sensor|NearSensor.reset_distance -> reset_distance: float "'NO DESCRIPTION'"
+Sensor|PropertySensor.evaluation_type -> evaluation_type: enum "'Type of property evaluation'"
+Sensor|PropertySensor.max_value -> value_max: string "'Specify maximum value in Interval type'"
+Sensor|PropertySensor.min_value -> value_min: string "'Specify minimum value in Interval type'"
+Sensor|PropertySensor.property -> property: string "'NO DESCRIPTION'"
+Sensor|PropertySensor.value -> value: string "'Check for this value in types in Equal or Not Equal types'"
+Sensor|RadarSensor.angle -> angle: float "'Opening angle of the radar cone'"
+Sensor|RadarSensor.axis -> axis: enum "'Specify along which axis the radar cone is cast'"
+Sensor|RadarSensor.distance -> distance: float "'Depth of the radar cone'"
+Sensor|RadarSensor.property -> property: string "'Only look for Objects with this property'"
+Sensor|RandomSensor.seed -> seed: int "'Initial seed of the generator. (Choose 0 for not random)'"
+Sensor|RaySensor.axis -> axis: enum "'Specify along which axis the ray is cast'"
+Sensor|RaySensor.material -> material: string "'Only look for Objects with this material'"
+Sensor|RaySensor.property -> property: string "'Only look for Objects with this property'"
+Sensor|RaySensor.range -> range: float "'Sense objects no farther than this distance'"
+Sensor|RaySensor.ray_type -> ray_type: enum "'Toggle collision on material or property'"
+Sensor|RaySensor.x_ray_mode -> use_x_ray: boolean '"See through objects that don\'t have the property"'
+Sensor|TouchSensor.material -> material: pointer "'Only look for objects with this material'"
Sequence.blend_mode -> blend_type: enum "'NO DESCRIPTION'"
Sequence.blend_opacity -> blend_opacity: float "'NO DESCRIPTION'"
Sequence.channel -> channel: int "'Y position of the sequence strip'"
@@ -3212,42 +3354,168 @@ SequenceProxy.directory -> directory: string "'Location to store the proxy fi
SequenceProxy.filepath -> filepath: string "'Location of custom proxy file'"
SequenceTransform.offset_x -> offset_x: int "'NO DESCRIPTION'"
SequenceTransform.offset_y -> offset_y: int "'NO DESCRIPTION'"
-ShaderNode.type -> type: enum, "'(read-only)'"
-ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean "'Material Node outputs Diffuse'"
-ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean "'Material Node uses inverted normal'"
-ShaderNodeExtendedMaterial.material -> material: pointer "'NO DESCRIPTION'"
-ShaderNodeExtendedMaterial.specular -> use_specular: boolean "'Material Node outputs Specular'"
-ShaderNodeGeometry.color_layer -> color_layer: string "'NO DESCRIPTION'"
-ShaderNodeGeometry.uv_layer -> uv_layer: string "'NO DESCRIPTION'"
-ShaderNodeMapping.clamp_maximum -> use_max: boolean "'Clamp the output coordinate to a maximum value'"
-ShaderNodeMapping.clamp_minimum -> use_min: boolean "'Clamp the output coordinate to a minimum value'"
-ShaderNodeMapping.location -> location: float "'Location offset for the input coordinate'"
-ShaderNodeMapping.maximum -> max: float "'Maximum value to clamp coordinate to'"
-ShaderNodeMapping.minimum -> min: float "'Minimum value to clamp coordinate to'"
-ShaderNodeMapping.rotation -> rotation: float "'Rotation offset for the input coordinate'"
-ShaderNodeMapping.scale -> scale: float "'Scale adjustment for the input coordinate'"
-ShaderNodeMaterial.diffuse -> use_diffuse: boolean "'Material Node outputs Diffuse'"
-ShaderNodeMaterial.invert_normal -> invert_normal: boolean "'Material Node uses inverted normal'"
-ShaderNodeMaterial.material -> material: pointer "'NO DESCRIPTION'"
-ShaderNodeMaterial.specular -> use_specular: boolean "'Material Node outputs Specular'"
-ShaderNodeMath.operation -> operation: enum "'NO DESCRIPTION'"
-ShaderNodeMixRGB.alpha -> use_alpha: boolean "'Include alpha of second input in this operation'"
-ShaderNodeMixRGB.blend_type -> blend_type: enum "'NO DESCRIPTION'"
-ShaderNodeRGBCurve.mapping -> mapping: pointer, "'(read-only)'"
-ShaderNodeTexture.node_output -> node_output: int "'For node-based textures, which output node to use'"
-ShaderNodeTexture.texture -> texture: pointer "'NO DESCRIPTION'"
-ShaderNodeValToRGB.color_ramp -> color_ramp: pointer, "'(read-only)'"
-ShaderNodeVectorCurve.mapping -> mapping: pointer, "'(read-only)'"
-ShaderNodeVectorMath.operation -> operation: enum "'NO DESCRIPTION'"
-ShapeActionActuator.action -> action: pointer "'NO DESCRIPTION'"
-ShapeActionActuator.blendin -> blendin: int "'Number of frames of motion blending'"
-ShapeActionActuator.continue_last_frame -> use_continue_last_frame: boolean "'Restore last frame when switching on/off, otherwise play from the start each time'"
-ShapeActionActuator.frame_end -> frame_end: int "'NO DESCRIPTION'"
-ShapeActionActuator.frame_property -> frame_property: string '"Assign the action\'s current frame number to this property"'
-ShapeActionActuator.frame_start -> frame_start: int "'NO DESCRIPTION'"
-ShapeActionActuator.mode -> mode: enum "'Action playback type'"
-ShapeActionActuator.priority -> priority: int "'Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack'"
-ShapeActionActuator.property -> property: string "'Use this property to define the Action position'"
+Sequence|EffectSequence.color_balance -> color_balance: pointer, "'(read-only)'"
+Sequence|EffectSequence.color_saturation -> color_saturation: float "'NO DESCRIPTION'"
+Sequence|EffectSequence.convert_float -> use_float: boolean "'Convert input to float data'"
+Sequence|EffectSequence.crop -> crop: pointer, "'(read-only)'"
+Sequence|EffectSequence.de_interlace -> use_deinterlace: boolean "'For video movies to remove fields'"
+Sequence|EffectSequence.flip_x -> use_flip_x: boolean "'Flip on the X axis'"
+Sequence|EffectSequence.flip_y -> use_flip_y: boolean "'Flip on the Y axis'"
+Sequence|EffectSequence.multiply_colors -> color_multiply: float "'NO DESCRIPTION'"
+Sequence|EffectSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'"
+Sequence|EffectSequence.proxy -> proxy: pointer, "'(read-only)'"
+Sequence|EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "'Use a custom directory to store data'"
+Sequence|EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean "'Use a custom file to read proxy data from'"
+Sequence|EffectSequence.reverse_frames -> use_reverse_frames: boolean "'Reverse frame order'"
+Sequence|EffectSequence.strobe -> strobe: float "'Only display every nth frame'"
+Sequence|EffectSequence.transform -> transform: pointer, "'(read-only)'"
+Sequence|EffectSequence.use_color_balance -> use_color_balance: boolean "'(3-Way color correction) on input'"
+Sequence|EffectSequence.use_crop -> use_crop: boolean "'Crop image before processing'"
+Sequence|EffectSequence.use_proxy -> use_proxy: boolean "'Use a preview proxy for this strip'"
+Sequence|EffectSequence.use_translation -> use_translation: boolean "'Translate image before processing'"
++ * Sequence|EffectSequence|ColorSequence.color -> color: float "'NO DESCRIPTION'"
+Sequence|EffectSequence|GlowSequence.blur_distance -> blur_distance: float "'Radius of glow effect'"
+Sequence|EffectSequence|GlowSequence.boost_factor -> boost_factor: float "'Brightness multiplier'"
+Sequence|EffectSequence|GlowSequence.clamp -> clamp: float "'rightness limit of intensity'"
+Sequence|EffectSequence|GlowSequence.only_boost -> use_only_boost: boolean "'Show the glow buffer only'"
+Sequence|EffectSequence|GlowSequence.quality -> quality: int "'Accuracy of the blur effect'"
+Sequence|EffectSequence|GlowSequence.threshold -> threshold: float "'Minimum intensity to trigger a glow'"
+Sequence|EffectSequence|PluginSequence.filename -> filename: string, "'(read-only)'"
+Sequence|EffectSequence|SpeedControlSequence.curve_compress_y -> use_curve_compress_y: boolean "'Scale F-Curve value to get the target frame number, F-Curve value runs from 0.0 to 1.0'"
+Sequence|EffectSequence|SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean "'Interpret the F-Curve value as a velocity instead of a frame number'"
+Sequence|EffectSequence|SpeedControlSequence.frame_blending -> use_frame_blend: boolean "'Blend two frames into the target for a smoother result'"
+Sequence|EffectSequence|SpeedControlSequence.global_speed -> global_speed: float "'NO DESCRIPTION'"
+Sequence|EffectSequence|TransformSequence.interpolation -> interpolation: enum "'NO DESCRIPTION'"
+Sequence|EffectSequence|TransformSequence.rotation_start -> rotation_start: float "'NO DESCRIPTION'"
+Sequence|EffectSequence|TransformSequence.scale_start_x -> scale_start_x: float "'NO DESCRIPTION'"
+Sequence|EffectSequence|TransformSequence.scale_start_y -> scale_start_y: float "'NO DESCRIPTION'"
+Sequence|EffectSequence|TransformSequence.translate_start_x -> translate_start_x: float "'NO DESCRIPTION'"
+Sequence|EffectSequence|TransformSequence.translate_start_y -> translate_start_y: float "'NO DESCRIPTION'"
+Sequence|EffectSequence|TransformSequence.translation_unit -> translation_unit: enum "'NO DESCRIPTION'"
+Sequence|EffectSequence|TransformSequence.uniform_scale -> use_uniform_scale: boolean "'Scale uniformly, preserving aspect ratio'"
+Sequence|EffectSequence|WipeSequence.angle -> angle: float "'Edge angle'"
+Sequence|EffectSequence|WipeSequence.blur_width -> blur_width: float "'Width of the blur edge, in percentage relative to the image size'"
+Sequence|EffectSequence|WipeSequence.direction -> direction: enum "'Wipe direction'"
+Sequence|EffectSequence|WipeSequence.transition_type -> transition_type: enum "'NO DESCRIPTION'"
+Sequence|ImageSequence.animation_end_offset -> animation_end_offset: int "'Animation end offset (trim end)'"
+Sequence|ImageSequence.animation_start_offset -> animation_start_offset: int "'Animation start offset (trim start)'"
+Sequence|ImageSequence.color_balance -> color_balance: pointer, "'(read-only)'"
+Sequence|ImageSequence.color_saturation -> color_saturation: float "'NO DESCRIPTION'"
+Sequence|ImageSequence.convert_float -> use_float: boolean "'Convert input to float data'"
+Sequence|ImageSequence.crop -> crop: pointer, "'(read-only)'"
+Sequence|ImageSequence.de_interlace -> use_deinterlace: boolean "'For video movies to remove fields'"
+Sequence|ImageSequence.directory -> directory: string "'NO DESCRIPTION'"
+Sequence|ImageSequence.elements -> elements: collection, "'(read-only)'"
+Sequence|ImageSequence.flip_x -> use_flip_x: boolean "'Flip on the X axis'"
+Sequence|ImageSequence.flip_y -> use_flip_y: boolean "'Flip on the Y axis'"
+Sequence|ImageSequence.multiply_colors -> multiply_colors: float "'NO DESCRIPTION'"
+Sequence|ImageSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'"
+Sequence|ImageSequence.proxy -> proxy: pointer, "'(read-only)'"
+Sequence|ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "'Use a custom directory to store data'"
+Sequence|ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean "'Use a custom file to read proxy data from'"
+Sequence|ImageSequence.reverse_frames -> use_reverse_frames: boolean "'Reverse frame order'"
+Sequence|ImageSequence.strobe -> strobe: float "'Only display every nth frame'"
+Sequence|ImageSequence.transform -> transform: pointer, "'(read-only)'"
+Sequence|ImageSequence.use_color_balance -> use_color_balance: boolean "'(3-Way color correction) on input'"
+Sequence|ImageSequence.use_crop -> use_crop: boolean "'Crop image before processing'"
+Sequence|ImageSequence.use_proxy -> use_proxy: boolean "'Use a preview proxy for this strip'"
+Sequence|ImageSequence.use_translation -> use_translation: boolean "'Translate image before processing'"
+Sequence|MetaSequence.animation_end_offset -> animation_end_offset: int "'Animation end offset (trim end)'"
+Sequence|MetaSequence.animation_start_offset -> animation_start_offset: int "'Animation start offset (trim start)'"
+Sequence|MetaSequence.color_balance -> color_balance: pointer, "'(read-only)'"
+Sequence|MetaSequence.color_saturation -> color_saturation: float "'NO DESCRIPTION'"
+Sequence|MetaSequence.convert_float -> use_float: boolean "'Convert input to float data'"
+Sequence|MetaSequence.crop -> crop: pointer, "'(read-only)'"
+Sequence|MetaSequence.de_interlace -> use_deinterlace: boolean "'For video movies to remove fields'"
+Sequence|MetaSequence.flip_x -> use_flip_x: boolean "'Flip on the X axis'"
+Sequence|MetaSequence.flip_y -> use_flip_y: boolean "'Flip on the Y axis'"
+Sequence|MetaSequence.multiply_colors -> multiply_colors: float "'NO DESCRIPTION'"
+Sequence|MetaSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'"
+Sequence|MetaSequence.proxy -> proxy: pointer, "'(read-only)'"
+Sequence|MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "'Use a custom directory to store data'"
+Sequence|MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean "'Use a custom file to read proxy data from'"
+Sequence|MetaSequence.reverse_frames -> use_reverse_frames: boolean "'Reverse frame order'"
+Sequence|MetaSequence.sequences -> sequences: collection, "'(read-only)'"
+Sequence|MetaSequence.strobe -> strobe: float "'Only display every nth frame'"
+Sequence|MetaSequence.transform -> transform: pointer, "'(read-only)'"
+Sequence|MetaSequence.use_color_balance -> use_color_balance: boolean "'(3-Way color correction) on input'"
+Sequence|MetaSequence.use_crop -> use_crop: boolean "'Crop image before processing'"
+Sequence|MetaSequence.use_proxy -> use_proxy: boolean "'Use a preview proxy for this strip'"
+Sequence|MetaSequence.use_translation -> use_translation: boolean "'Translate image before processing'"
+Sequence|MovieSequence.animation_end_offset -> animation_end_offset: int "'Animation end offset (trim end)'"
+Sequence|MovieSequence.animation_start_offset -> animation_start_offset: int "'Animation start offset (trim start)'"
+Sequence|MovieSequence.color_balance -> color_balance: pointer, "'(read-only)'"
+Sequence|MovieSequence.color_saturation -> color_saturation: float "'NO DESCRIPTION'"
+Sequence|MovieSequence.convert_float -> use_float: boolean "'Convert input to float data'"
+Sequence|MovieSequence.crop -> crop: pointer, "'(read-only)'"
+Sequence|MovieSequence.de_interlace -> use_deinterlace: boolean "'For video movies to remove fields'"
+Sequence|MovieSequence.filepath -> filepath: string "'NO DESCRIPTION'"
+Sequence|MovieSequence.flip_x -> use_flip_x: boolean "'Flip on the X axis'"
+Sequence|MovieSequence.flip_y -> use_flip_y: boolean "'Flip on the Y axis'"
+Sequence|MovieSequence.mpeg_preseek -> mpeg_preseek: int "'For MPEG movies, preseek this many frames'"
+Sequence|MovieSequence.multiply_colors -> multiply_colors: float "'NO DESCRIPTION'"
+Sequence|MovieSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'"
+Sequence|MovieSequence.proxy -> proxy: pointer, "'(read-only)'"
+Sequence|MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "'Use a custom directory to store data'"
+Sequence|MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean "'Use a custom file to read proxy data from'"
+Sequence|MovieSequence.reverse_frames -> use_reverse_frames: boolean "'Reverse frame order'"
+Sequence|MovieSequence.strobe -> strobe: float "'Only display every nth frame'"
+Sequence|MovieSequence.transform -> transform: pointer, "'(read-only)'"
+Sequence|MovieSequence.use_color_balance -> use_color_balance: boolean "'(3-Way color correction) on input'"
+Sequence|MovieSequence.use_crop -> use_crop: boolean "'Crop image before processing'"
+Sequence|MovieSequence.use_proxy -> use_proxy: boolean "'Use a preview proxy for this strip'"
+Sequence|MovieSequence.use_translation -> use_translation: boolean "'Translate image before processing'"
+Sequence|MulticamSequence.animation_end_offset -> animation_end_offset: int "'Animation end offset (trim end)'"
+Sequence|MulticamSequence.animation_start_offset -> animation_start_offset: int "'Animation start offset (trim start)'"
+Sequence|MulticamSequence.color_balance -> color_balance: pointer, "'(read-only)'"
+Sequence|MulticamSequence.color_saturation -> color_saturation: float "'NO DESCRIPTION'"
+Sequence|MulticamSequence.convert_float -> use_float: boolean "'Convert input to float data'"
+Sequence|MulticamSequence.crop -> crop: pointer, "'(read-only)'"
+Sequence|MulticamSequence.de_interlace -> use_deinterlace: boolean "'For video movies to remove fields'"
+Sequence|MulticamSequence.flip_x -> use_flip_x: boolean "'Flip on the X axis'"
+Sequence|MulticamSequence.flip_y -> use_flip_y: boolean "'Flip on the Y axis'"
+Sequence|MulticamSequence.multicam_source -> multicam_source: int "'NO DESCRIPTION'"
+Sequence|MulticamSequence.multiply_colors -> multiply_colors: float "'NO DESCRIPTION'"
+Sequence|MulticamSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'"
+Sequence|MulticamSequence.proxy -> proxy: pointer, "'(read-only)'"
+Sequence|MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "'Use a custom directory to store data'"
+Sequence|MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean "'Use a custom file to read proxy data from'"
+Sequence|MulticamSequence.reverse_frames -> use_reverse_frames: boolean "'Reverse frame order'"
+Sequence|MulticamSequence.strobe -> strobe: float "'Only display every nth frame'"
+Sequence|MulticamSequence.transform -> transform: pointer, "'(read-only)'"
+Sequence|MulticamSequence.use_color_balance -> use_color_balance: boolean "'(3-Way color correction) on input'"
+Sequence|MulticamSequence.use_crop -> use_crop: boolean "'Crop image before processing'"
+Sequence|MulticamSequence.use_proxy -> use_proxy: boolean "'Use a preview proxy for this strip'"
+Sequence|MulticamSequence.use_translation -> use_translation: boolean "'Translate image before processing'"
+Sequence|SceneSequence.animation_end_offset -> animation_end_offset: int "'Animation end offset (trim end)'"
+Sequence|SceneSequence.animation_start_offset -> animation_start_offset: int "'Animation start offset (trim start)'"
+Sequence|SceneSequence.color_balance -> color_balance: pointer, "'(read-only)'"
+Sequence|SceneSequence.color_saturation -> color_saturation: float "'NO DESCRIPTION'"
+Sequence|SceneSequence.convert_float -> use_float: boolean "'Convert input to float data'"
+Sequence|SceneSequence.crop -> crop: pointer, "'(read-only)'"
+Sequence|SceneSequence.de_interlace -> use_deinterlace: boolean "'For video movies to remove fields'"
+Sequence|SceneSequence.flip_x -> use_flip_x: boolean "'Flip on the X axis'"
+Sequence|SceneSequence.flip_y -> use_flip_y: boolean "'Flip on the Y axis'"
+Sequence|SceneSequence.multiply_colors -> multiply_colors: float "'NO DESCRIPTION'"
+Sequence|SceneSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'"
+Sequence|SceneSequence.proxy -> proxy: pointer, "'(read-only)'"
+Sequence|SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "'Use a custom directory to store data'"
+Sequence|SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean "'Use a custom file to read proxy data from'"
+Sequence|SceneSequence.reverse_frames -> use_reverse_frames: boolean "'Reverse frame order'"
+Sequence|SceneSequence.scene -> scene: pointer "'Scene that this sequence uses'"
+Sequence|SceneSequence.scene_camera -> scene_camera: pointer "'Override the scenes active camera'"
+Sequence|SceneSequence.strobe -> strobe: float "'Only display every nth frame'"
+Sequence|SceneSequence.transform -> transform: pointer, "'(read-only)'"
+Sequence|SceneSequence.use_color_balance -> use_color_balance: boolean "'(3-Way color correction) on input'"
+Sequence|SceneSequence.use_crop -> use_crop: boolean "'Crop image before processing'"
+Sequence|SceneSequence.use_proxy -> use_proxy: boolean "'Use a preview proxy for this strip'"
+Sequence|SceneSequence.use_translation -> use_translation: boolean "'Translate image before processing'"
+Sequence|SoundSequence.animation_end_offset -> animation_end_offset: int "'Animation end offset (trim end)'"
+Sequence|SoundSequence.animation_start_offset -> animation_start_offset: int "'Animation start offset (trim start)'"
+Sequence|SoundSequence.attenuation -> attenuation: float "'Attenuation in dezibel'"
+Sequence|SoundSequence.filepath -> filepath: string "'NO DESCRIPTION'"
+Sequence|SoundSequence.sound -> sound: pointer, "'(read-only) Sound datablock used by this sequence'"
+Sequence|SoundSequence.volume -> volume: float "'Playback volume of the sound'"
ShapeKey.data -> data: collection, "'(read-only)'"
ShapeKey.frame -> frame: float, "'(read-only) Frame for absolute keys'"
ShapeKey.interpolation -> interpolation: enum "'Interpolation type'"
@@ -3264,34 +3532,6 @@ ShapeKeyBezierPoint.handle_2_co -> handle_2_co: float "'NO DESCRIPTION'"
ShapeKeyCurvePoint.co -> co: float "'NO DESCRIPTION'"
ShapeKeyCurvePoint.tilt -> tilt: float "'NO DESCRIPTION'"
ShapeKeyPoint.co -> co: float "'NO DESCRIPTION'"
-ShrinkwrapConstraint.distance -> distance: float "'Distance to Target'"
-ShrinkwrapConstraint.shrinkwrap_type -> shrinkwrap_type: enum "'Selects type of shrinkwrap algorithm for target position'"
-ShrinkwrapConstraint.target -> target: pointer "'Target Object'"
-ShrinkwrapConstraint.use_x -> use_x: boolean "'Projection over X Axis'"
-ShrinkwrapConstraint.use_y -> use_y: boolean "'Projection over Y Axis'"
-ShrinkwrapConstraint.use_z -> use_z: boolean "'Projection over Z Axis'"
-ShrinkwrapModifier.auxiliary_target -> auxiliary_target: pointer "'Additional mesh target to shrink to'"
-ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces: boolean "'Stop vertices from projecting to a back face on the target'"
-ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces: boolean "'Stop vertices from projecting to a front face on the target'"
-ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean "'NO DESCRIPTION'"
-ShrinkwrapModifier.mode -> mode: enum "'NO DESCRIPTION'"
-ShrinkwrapModifier.negative -> use_negative_direction: boolean "'Allow vertices to move in the negative direction of axis'"
-ShrinkwrapModifier.offset -> offset: float "'Distance to keep from the target'"
-ShrinkwrapModifier.positive -> use_positive_direction: boolean "'Allow vertices to move in the positive direction of axis'"
-ShrinkwrapModifier.subsurf_levels -> subsurf_levels: int '"Number of subdivisions that must be performed before extracting vertices\' positions and normals"'
-ShrinkwrapModifier.target -> target: pointer "'Mesh target to shrink to'"
-ShrinkwrapModifier.vertex_group -> vertex_group: string "'Vertex group name'"
-ShrinkwrapModifier.x -> use_project_x: boolean "'NO DESCRIPTION'"
-ShrinkwrapModifier.y -> use_project_y: boolean "'NO DESCRIPTION'"
-ShrinkwrapModifier.z -> use_project_z: boolean "'NO DESCRIPTION'"
-SimpleDeformModifier.factor -> factor: float "'NO DESCRIPTION'"
-SimpleDeformModifier.limits -> limits: float "'Lower/Upper limits for deform'"
-SimpleDeformModifier.lock_x_axis -> lock_x: boolean "'NO DESCRIPTION'"
-SimpleDeformModifier.lock_y_axis -> lock_y: boolean "'NO DESCRIPTION'"
-SimpleDeformModifier.mode -> mode: enum "'NO DESCRIPTION'"
-SimpleDeformModifier.origin -> origin: pointer "'Origin of modifier space coordinates'"
-SimpleDeformModifier.relative -> use_relative: boolean "'Sets the origin of deform space to be relative to the object'"
-SimpleDeformModifier.vertex_group -> vertex_group: string "'Vertex group name'"
SmokeDomainSettings.alpha -> alpha: float "'Higher value results in sinking smoke'"
SmokeDomainSettings.amplify -> amplify: int "'Enhance the resolution of smoke by this factor using noise'"
SmokeDomainSettings.beta -> beta: float "'Higher value results in faster rising smoke'"
@@ -3322,18 +3562,6 @@ NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean "'Deletes smoke fr
SmokeFlowSettings.psys -> psys: pointer "'Particle systems emitted from the object'"
SmokeFlowSettings.temperature -> temperature: float "'Temperature difference to ambient temperature'"
SmokeFlowSettings.velocity_multiplier -> velocity_multiplier: float "'Multiplier to adjust velocity passed to smoke'"
-SmokeModifier.coll_settings -> coll_settings: pointer, "'(read-only)'"
-SmokeModifier.domain_settings -> domain_settings: pointer, "'(read-only)'"
-SmokeModifier.flow_settings -> flow_settings: pointer, "'(read-only)'"
-SmokeModifier.smoke_type -> smoke_type: enum "'NO DESCRIPTION'"
-SmoothModifier.factor -> factor: float "'NO DESCRIPTION'"
-SmoothModifier.repeat -> repeat: int "'NO DESCRIPTION'"
-SmoothModifier.vertex_group -> vertex_group: string "'Vertex group name'"
-SmoothModifier.x -> use_x: boolean "'NO DESCRIPTION'"
-SmoothModifier.y -> use_y: boolean "'NO DESCRIPTION'"
-SmoothModifier.z -> use_z: boolean "'NO DESCRIPTION'"
-SoftBodyModifier.point_cache -> point_cache: pointer, "'(read-only)'"
-SoftBodyModifier.settings -> settings: pointer, "'(read-only)'"
SoftBodySettings.aero -> aero: float '"Make edges \'sail\'"'
SoftBodySettings.aerodynamics_type -> aerodynamics_type: enum "'Method of calculating aerodynamic interaction'"
SoftBodySettings.auto_step -> use_auto_step: boolean "'Use velocities for automagic step sizes'"
@@ -3377,169 +3605,7 @@ SoftBodySettings.spring_vertex_group -> spring_vertex_group: string "'Control
SoftBodySettings.stiff_quads -> use_stiff_quads: boolean "'Adds diagonal springs on 4-gons'"
SoftBodySettings.use_edges -> use_edges: boolean "'Use Edges as springs'"
SoftBodySettings.use_goal -> use_goal: boolean "'Define forces for vertices to stick to animated position'"
-SolidifyModifier.edge_crease_inner -> edge_crease_inner: float "'Assign a crease to inner edges'"
-SolidifyModifier.edge_crease_outer -> edge_crease_outer: float "'Assign a crease to outer edges'"
-SolidifyModifier.edge_crease_rim -> edge_crease_rim: float "'Assign a crease to the edges making up the rim'"
-SolidifyModifier.invert -> invert_vertex_group: boolean "'Invert the vertex group influence'"
-SolidifyModifier.offset -> offset: float "'NO DESCRIPTION'"
-SolidifyModifier.thickness -> thickness: float "'Thickness of the shell'"
-SolidifyModifier.use_even_offset -> use_even_offset: boolean "'Maintain thickness by adjusting for sharp corners (slow, disable when not needed)'"
-SolidifyModifier.use_quality_normals -> use_quality_normals: boolean "'Calculate normals which result in more even thickness (slow, disable when not needed)'"
-SolidifyModifier.use_rim -> use_rim: boolean "'Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)'"
-SolidifyModifier.use_rim_material -> use_rim_material: boolean "'Use in the next material for rim faces'"
-SolidifyModifier.vertex_group -> vertex_group: string "'Vertex group name'"
-Sound.caching -> use_ram_cache: boolean "'The sound file is decoded and loaded into RAM'"
-Sound.filepath -> filepath: string "'Sound sample file used by this Sound datablock'"
-Sound.packed_file -> packed_file: pointer, "'(read-only)'"
-SoundActuator.cone_inner_angle_3d -> cone_inner_angle_3d: float "'The angle of the inner cone'"
-SoundActuator.cone_outer_angle_3d -> cone_outer_angle_3d: float "'The angle of the outer cone'"
-SoundActuator.cone_outer_gain_3d -> cone_outer_gain_3d: float "'The gain outside the outer cone. The gain in the outer cone will be interpolated between this value and the normal gain in the inner cone'"
-SoundActuator.enable_sound_3d -> use_3d_sound: boolean "'Enable/Disable 3D Sound'"
-SoundActuator.max_distance_3d -> distance_3d_max: float "'The maximum distance at which you can hear the sound'"
-SoundActuator.maximum_gain_3d -> gain_3d_max: float "'The maximum gain of the sound, no matter how near it is'"
-SoundActuator.minimum_gain_3d -> gain_3d_min: float "'The minimum gain of the sound, no matter how far it is away'"
-SoundActuator.mode -> mode: enum "'NO DESCRIPTION'"
-SoundActuator.pitch -> pitch: float "'Sets the pitch of the sound'"
-SoundActuator.reference_distance_3d -> reference_distance_3d: float "'The distance where the sound has a gain of 1.0'"
-SoundActuator.rolloff_factor_3d -> rolloff_factor_3d: float "'The influence factor on volume depending on distance'"
-SoundActuator.sound -> sound: pointer "'NO DESCRIPTION'"
-SoundActuator.volume -> volume: float "'Sets the initial volume of the sound'"
-SoundSequence.animation_end_offset -> animation_end_offset: int "'Animation end offset (trim end)'"
-SoundSequence.animation_start_offset -> animation_start_offset: int "'Animation start offset (trim start)'"
-SoundSequence.attenuation -> attenuation: float "'Attenuation in dezibel'"
-SoundSequence.filepath -> filepath: string "'NO DESCRIPTION'"
-SoundSequence.sound -> sound: pointer, "'(read-only) Sound datablock used by this sequence'"
-SoundSequence.volume -> volume: float "'Playback volume of the sound'"
Space.type -> type: enum, "'(read-only) Space data type'"
-SpaceConsole.console_type -> console_type: enum "'Console type'"
-SpaceConsole.font_size -> font_size: int "'Font size to use for displaying the text'"
-SpaceConsole.history -> history: collection, "'(read-only) Command history'"
-SpaceConsole.language -> language: string "'Command line prompt language'"
-SpaceConsole.prompt -> prompt: string "'Command line prompt'"
-SpaceConsole.scrollback -> scrollback: collection, "'(read-only) Command output'"
-SpaceConsole.selection_end -> selection_end: int "'NO DESCRIPTION'"
-SpaceConsole.selection_start -> selection_start: int "'NO DESCRIPTION'"
-SpaceConsole.show_report_debug -> show_report_debug: boolean "'Display debug reporting info'"
-SpaceConsole.show_report_error -> show_report_error: boolean "'Display error text'"
-SpaceConsole.show_report_info -> show_report_info: boolean "'Display general information'"
-SpaceConsole.show_report_operator -> show_report_operator: boolean "'Display the operator log'"
-SpaceConsole.show_report_warn -> show_report_warning: boolean "'Display warnings'"
-SpaceDopeSheetEditor.action -> action: pointer "'Action displayed and edited in this space'"
-SpaceDopeSheetEditor.automerge_keyframes -> use_automerge_keyframes: boolean "'Automatically merge nearby keyframes'"
-SpaceDopeSheetEditor.autosnap -> autosnap: enum "'Automatic time snapping settings for transformations'"
-SpaceDopeSheetEditor.dopesheet -> dopesheet: pointer, "'(read-only) Settings for filtering animation data'"
-SpaceDopeSheetEditor.mode -> mode: enum "'Editing context being displayed'"
-SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean "'When transforming keyframes, changes to the animation data are flushed to other views'"
-SpaceDopeSheetEditor.show_cframe_indicator -> show_frame_indicator: boolean "'Show frame number beside the current frame indicator line'"
-SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, "'(read-only) Show timing in seconds not frames'"
-SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean "'Show sliders beside F-Curve channels'"
-SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean "'Sync Markers with keyframe edits'"
-SpaceFileBrowser.params -> params: pointer, "'(read-only) Parameters and Settings for the Filebrowser'"
-SpaceGraphEditor.automerge_keyframes -> use_automerge_keyframes: boolean "'Automatically merge nearby keyframes'"
-SpaceGraphEditor.autosnap -> autosnap: enum "'Automatic time snapping settings for transformations'"
-SpaceGraphEditor.cursor_value -> cursor_value: float "'Graph Editor 2D-Value cursor - Y-Value component'"
-SpaceGraphEditor.dopesheet -> dopesheet: pointer, "'(read-only) Settings for filtering animation data'"
-SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean "'Graph Editor instance has some ghost curves stored'"
-SpaceGraphEditor.mode -> mode: enum "'Editing context being displayed'"
-SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles: boolean "'Only keyframes of selected F-Curves are visible and editable'"
-SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean "'Only show and edit handles of selected keyframes'"
-SpaceGraphEditor.pivot_point -> pivot_point: enum "'Pivot center for rotation/scaling'"
-SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean "'When transforming keyframes, changes to the animation data are flushed to other views'"
-SpaceGraphEditor.show_cframe_indicator -> show_frame_indicator: boolean "'Show frame number beside the current frame indicator line'"
-SpaceGraphEditor.show_cursor -> show_cursor: boolean "'Show 2D cursor'"
-SpaceGraphEditor.show_handles -> show_handles: boolean "'Show handles of Bezier control points'"
-SpaceGraphEditor.show_seconds -> show_seconds: boolean, "'(read-only) Show timing in seconds not frames'"
-SpaceGraphEditor.show_sliders -> show_sliders: boolean "'Show sliders beside F-Curve channels'"
-SpaceImageEditor.curves -> curves: pointer, "'(read-only) Color curve mapping to use for displaying the image'"
-SpaceImageEditor.draw_channels -> draw_channels: enum "'Channels of the image to draw'"
-SpaceImageEditor.draw_repeated -> show_repeated: boolean "'Draw the image repeated outside of the main view'"
-SpaceImageEditor.grease_pencil -> grease_pencil: pointer "'Grease pencil data for this space'"
-SpaceImageEditor.image -> image: pointer "'Image displayed and edited in this space'"
-SpaceImageEditor.image_painting -> use_image_paint: boolean "'Enable image painting mode'"
-SpaceImageEditor.image_pin -> use_image_pin: boolean "'Display current image regardless of object selection'"
-SpaceImageEditor.image_user -> image_user: pointer, "'(read-only) Parameters defining which layer, pass and frame of the image is displayed'"
-SpaceImageEditor.sample_histogram -> sample_histogram: pointer, "'(read-only) Sampled colors along line'"
-SpaceImageEditor.scopes -> scopes: pointer, "'(read-only) Scopes to visualize image statistics.'"
-SpaceImageEditor.show_paint -> show_paint: boolean, "'(read-only) Show paint related properties'"
-SpaceImageEditor.show_render -> show_render: boolean, "'(read-only) Show render related properties'"
-SpaceImageEditor.show_uvedit -> show_uvedit: boolean, "'(read-only) Show UV editing related properties'"
-SpaceImageEditor.update_automatically -> use_realtime_updates: boolean "'Update other affected window spaces automatically to reflect changes during interactive operations such as transform'"
-SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean "'Display and edit the grease pencil freehand annotations overlay'"
-SpaceImageEditor.uv_editor -> uv_editor: pointer, "'(read-only) UV editor settings'"
-SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects: boolean "'Show actuators of active object'"
-SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states: boolean "'Show only actuators connected to active states'"
-SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller: boolean "'Show linked objects to the actuator'"
-SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects: boolean "'Show actuators of all selected objects'"
-SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects: boolean "'Show controllers of active object'"
-SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller: boolean "'Show linked objects to sensor/actuator'"
-SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects: boolean "'Show controllers of all selected objects'"
-SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects: boolean "'Show sensors of active object'"
-SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states: boolean "'Show only sensors connected to active states'"
-SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller: boolean "'Show linked objects to the controller'"
-SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects: boolean "'Show sensors of all selected objects'"
-SpaceNLA.autosnap -> autosnap: enum "'Automatic time snapping settings for transformations'"
-SpaceNLA.dopesheet -> dopesheet: pointer, "'(read-only) Settings for filtering animation data'"
-SpaceNLA.realtime_updates -> use_realtime_updates: boolean "'When transforming strips, changes to the animation data are flushed to other views'"
-SpaceNLA.show_cframe_indicator -> show_frame_indicator: boolean "'Show frame number beside the current frame indicator line'"
-SpaceNLA.show_seconds -> show_seconds: boolean, "'(read-only) Show timing in seconds not frames'"
-SpaceNLA.show_strip_curves -> show_strip_curves: boolean "'Show influence curves on strips'"
-SpaceNodeEditor.backdrop -> show_backdrop: boolean "'Use active Viewer Node output as backdrop for compositing nodes'"
-SpaceNodeEditor.id -> id: pointer, "'(read-only) Datablock whose nodes are being edited'"
-SpaceNodeEditor.id_from -> id_from: pointer, "'(read-only) Datablock from which the edited datablock is linked'"
-SpaceNodeEditor.nodetree -> nodetree: pointer, "'(read-only) Node tree being displayed and edited'"
-SpaceNodeEditor.texture_type -> texture_type: enum "'Type of data to take texture from'"
-SpaceNodeEditor.tree_type -> tree_type: enum "'Node tree type to display and edit'"
-SpaceOutliner.display_filter -> display_filter: string "'Live search filtering string'"
-SpaceOutliner.display_mode -> display_mode: enum "'Type of information to display'"
-SpaceOutliner.match_case_sensitive -> use_match_case_sensitive: boolean "'Only use case sensitive matches of search string'"
-SpaceOutliner.match_complete -> use_match_complete: boolean "'Only use complete matches of search string'"
-SpaceOutliner.show_restriction_columns -> show_restriction_columns: boolean "'Show column'"
-SpaceProperties.align -> align: enum "'Arrangement of the panels'"
-SpaceProperties.brush_texture -> show_brush_texture: boolean "'Show brush textures'"
-SpaceProperties.context -> context: enum "'Type of active data to display and edit'"
-SpaceProperties.pin_id -> pin_id: pointer "'NO DESCRIPTION'"
-SpaceProperties.use_pin_id -> use_pin_id: boolean "'Use the pinned context'"
-SpaceSequenceEditor.display_channel -> display_channel: int "'The channel number shown in the image preview. 0 is the result of all strips combined'"
-SpaceSequenceEditor.display_mode -> display_mode: enum "'The view mode to use for displaying sequencer output'"
-SpaceSequenceEditor.draw_frames -> show_frames: boolean "'Draw frames rather than seconds'"
-SpaceSequenceEditor.draw_overexposed -> draw_overexposed: int "'Show overexposed areas with zebra stripes'"
-SpaceSequenceEditor.draw_safe_margin -> show_safe_margin: boolean "'Draw title safe margins in preview'"
-SpaceSequenceEditor.grease_pencil -> grease_pencil: pointer, "'(read-only) Grease pencil data for this space'"
-SpaceSequenceEditor.offset_x -> offset_x: float "'Offsets image horizontally from the view center'"
-SpaceSequenceEditor.offset_y -> offset_y: float "'Offsets image horizontally from the view center'"
-SpaceSequenceEditor.proxy_render_size -> proxy_render_size: enum "'Draw preview using full resolution or different proxy resolutions'"
-SpaceSequenceEditor.separate_color_preview -> show_separate_color: boolean "'Separate color channels in preview'"
-SpaceSequenceEditor.show_cframe_indicator -> show_frame_indicator: boolean "'Show frame number beside the current frame indicator line'"
-SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean "'Display and edit the grease pencil freehand annotations overlay'"
-SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean "'Transform markers as well as strips'"
-SpaceSequenceEditor.view_type -> view_type: enum "'The type of the Sequencer view (sequencer, preview or both)'"
-SpaceSequenceEditor.zoom -> zoom: float "'Display zoom level'"
-SpaceTextEditor.find_all -> use_find_all: boolean "'Search in all text datablocks, instead of only the active one'"
-SpaceTextEditor.find_text -> find_text: string "'Text to search for with the find tool'"
-SpaceTextEditor.find_wrap -> use_find_wrap: boolean "'Search again from the start of the file when reaching the end'"
-SpaceTextEditor.font_size -> font_size: int "'Font size to use for displaying the text'"
-SpaceTextEditor.line_numbers -> show_line_numbers: boolean "'Show line numbers next to the text'"
-SpaceTextEditor.live_edit -> use_live_edit: boolean "'Run python while editing'"
-SpaceTextEditor.overwrite -> use_overwrite: boolean "'Overwrite characters when typing rather than inserting them'"
-SpaceTextEditor.replace_text -> replace_text: string "'Text to replace selected text with using the replace tool'"
-SpaceTextEditor.syntax_highlight -> show_syntax_highlight: boolean "'Syntax highlight for scripting'"
-SpaceTextEditor.tab_width -> tab_width: int "'Number of spaces to display tabs with'"
-SpaceTextEditor.text -> text: pointer "'Text displayed and edited in this space'"
-SpaceTextEditor.word_wrap -> use_word_wrap: boolean "'Wrap words if there is not enough horizontal space'"
-SpaceTimeline.cache_cloth -> cache_cloth: boolean '"Show the active object\'s cloth point cache"'
-SpaceTimeline.cache_particles -> cache_particles: boolean '"Show the active object\'s particle point cache"'
-SpaceTimeline.cache_smoke -> cache_smoke: boolean '"Show the active object\'s smoke cache"'
-SpaceTimeline.cache_softbody -> cache_softbody: boolean '"Show the active object\'s softbody point cache"'
-SpaceTimeline.only_selected -> show_only_selected: boolean "'Show keyframes for active Object and/or its selected channels only'"
-SpaceTimeline.play_all_3d -> use_play_3d_editors: boolean "'NO DESCRIPTION'"
-SpaceTimeline.play_anim -> use_play_animation_editors: boolean "'NO DESCRIPTION'"
-SpaceTimeline.play_buttons -> use_play_properties_editors: boolean "'NO DESCRIPTION'"
-SpaceTimeline.play_image -> use_play_image_editors: boolean "'NO DESCRIPTION'"
-SpaceTimeline.play_nodes -> use_play_node_editors: boolean "'NO DESCRIPTION'"
-SpaceTimeline.play_sequencer -> use_play_sequence_editors: boolean "'NO DESCRIPTION'"
-SpaceTimeline.play_top_left -> use_play_top_left_3d_editor: boolean "'NO DESCRIPTION'"
-SpaceTimeline.show_cache -> show_cache: boolean "'Show the status of cached frames in the timeline'"
-SpaceTimeline.show_cframe_indicator -> show_frame_indicator: boolean "'Show frame number beside the current frame indicator line'"
SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds: boolean "'Constraint to stay within the image bounds while editing'"
SpaceUVEditor.cursor_location -> cursor_location: float "'2D cursor location for this view'"
SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean "'Draw edges after modifiers are applied'"
@@ -3553,48 +3619,173 @@ SpaceUVEditor.normalized_coordinates -> show_normalized_coordinates: boolean
SpaceUVEditor.pivot -> pivot: enum "'Rotation/Scaling Pivot'"
SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels: boolean "'Snap UVs to pixel locations while editing'"
SpaceUVEditor.sticky_selection_mode -> sticky_selection_mode: enum "'Automatically select also UVs sharing the same vertex as the ones being selected'"
-SpaceUserPreferences.filter -> filter: string "'Search term for filtering in the UI'"
-SpaceView3D.all_object_origins -> show_all_objects_origin: boolean "'Show the object origin center dot for all (selected and unselected) objects'"
-SpaceView3D.background_images -> background_images: collection, "'(read-only) List of background images'"
-SpaceView3D.camera -> camera: pointer '"Active camera used in this view (when unlocked from the scene\'s active camera)"'
-SpaceView3D.clip_end -> clip_end: float "'3D View far clipping distance'"
-SpaceView3D.clip_start -> clip_start: float "'3D View near clipping distance'"
-SpaceView3D.current_orientation -> current_orientation: pointer, "'(read-only) Current Transformation orientation'"
-SpaceView3D.cursor_location -> cursor_location: float "'3D cursor location for this view (dependent on local view setting)'"
-SpaceView3D.display_background_images -> show_background_images: boolean "'Display reference images behind objects in the 3D View'"
-SpaceView3D.display_floor -> show_floor: boolean "'Show the ground plane grid in perspective view'"
-SpaceView3D.display_render_override -> show_only_render: boolean "'Display only objects which will be rendered'"
-SpaceView3D.display_x_axis -> show_axis_x: boolean "'Show the X axis line in perspective view'"
-SpaceView3D.display_y_axis -> show_axis_y: boolean "'Show the Y axis line in perspective view'"
-SpaceView3D.display_z_axis -> show_axis_z: boolean "'Show the Z axis line in perspective view'"
-SpaceView3D.grid_lines -> grid_lines: int "'The number of grid lines to display in perspective view'"
-SpaceView3D.grid_spacing -> grid_spacing: float "'The distance between 3D View grid lines'"
-SpaceView3D.grid_subdivisions -> grid_subdivisions: int "'The number of subdivisions between grid lines'"
-SpaceView3D.layers -> layers: boolean "'Layers visible in this 3D View'"
-SpaceView3D.lens -> lens: float "'Lens angle (mm) in perspective view'"
-SpaceView3D.local_view -> local_view: pointer, "'(read-only) Display an isolated sub-set of objects, apart from the scene visibility'"
-SpaceView3D.lock_bone -> lock_bone: string '"3D View center is locked to this bone\'s position"'
-SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean '"Use the scene\'s active camera and layers in this view, rather than local layers"'
-SpaceView3D.lock_object -> lock_object: pointer '"3D View center is locked to this object\'s position"'
-SpaceView3D.manipulator -> use_manipulator: boolean "'Use a 3D manipulator widget for controlling transforms'"
-SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean "'Use the manipulator for rotation transformations'"
-SpaceView3D.manipulator_scale -> use_manipulator_scale: boolean "'Use the manipulator for scale transformations'"
-SpaceView3D.manipulator_translate -> use_manipulator_translate: boolean "'Use the manipulator for movement transformations'"
-SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean "'Limit selection to visible (clipped with depth buffer)'"
-SpaceView3D.outline_selected -> show_outline_selected: boolean "'Show an outline highlight around selected objects in non-wireframe views'"
-SpaceView3D.pivot_point -> pivot_point: enum "'Pivot center for rotation/scaling'"
-SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean "'Manipulate object centers only'"
-SpaceView3D.region_3d -> region_3d: pointer, "'(read-only) 3D region in this space, in case of quad view the camera region'"
-SpaceView3D.region_quadview -> region_quadview: pointer, "'(read-only) 3D region that defines the quad view settings'"
-SpaceView3D.relationship_lines -> show_relationship_lines: boolean "'Show dashed lines indicating parent or constraint relationships'"
-SpaceView3D.textured_solid -> show_textured_solid: boolean "'Display face-assigned textures in solid view'"
-SpaceView3D.transform_orientation -> transform_orientation: enum "'Transformation orientation'"
-SpaceView3D.used_layers -> layers_used: boolean, "'(read-only) Layers that contain something'"
-SpaceView3D.viewport_shading -> viewport_shade: enum "'Method to display/shade objects in the 3D View'"
-SpeedControlSequence.curve_compress_y -> use_curve_compress_y: boolean "'Scale F-Curve value to get the target frame number, F-Curve value runs from 0.0 to 1.0'"
-SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean "'Interpret the F-Curve value as a velocity instead of a frame number'"
-SpeedControlSequence.frame_blending -> use_frame_blend: boolean "'Blend two frames into the target for a smoother result'"
-SpeedControlSequence.global_speed -> global_speed: float "'NO DESCRIPTION'"
+Space|SpaceConsole.console_type -> console_type: enum "'Console type'"
+Space|SpaceConsole.font_size -> font_size: int "'Font size to use for displaying the text'"
+Space|SpaceConsole.history -> history: collection, "'(read-only) Command history'"
+Space|SpaceConsole.language -> language: string "'Command line prompt language'"
+Space|SpaceConsole.prompt -> prompt: string "'Command line prompt'"
+Space|SpaceConsole.scrollback -> scrollback: collection, "'(read-only) Command output'"
+Space|SpaceConsole.selection_end -> selection_end: int "'NO DESCRIPTION'"
+Space|SpaceConsole.selection_start -> selection_start: int "'NO DESCRIPTION'"
+Space|SpaceConsole.show_report_debug -> show_report_debug: boolean "'Display debug reporting info'"
+Space|SpaceConsole.show_report_error -> show_report_error: boolean "'Display error text'"
+Space|SpaceConsole.show_report_info -> show_report_info: boolean "'Display general information'"
+Space|SpaceConsole.show_report_operator -> show_report_operator: boolean "'Display the operator log'"
+Space|SpaceConsole.show_report_warn -> show_report_warning: boolean "'Display warnings'"
+Space|SpaceDopeSheetEditor.action -> action: pointer "'Action displayed and edited in this space'"
+Space|SpaceDopeSheetEditor.automerge_keyframes -> use_automerge_keyframes: boolean "'Automatically merge nearby keyframes'"
+Space|SpaceDopeSheetEditor.autosnap -> autosnap: enum "'Automatic time snapping settings for transformations'"
+Space|SpaceDopeSheetEditor.dopesheet -> dopesheet: pointer, "'(read-only) Settings for filtering animation data'"
+Space|SpaceDopeSheetEditor.mode -> mode: enum "'Editing context being displayed'"
+Space|SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean "'When transforming keyframes, changes to the animation data are flushed to other views'"
+Space|SpaceDopeSheetEditor.show_cframe_indicator -> show_frame_indicator: boolean "'Show frame number beside the current frame indicator line'"
+Space|SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, "'(read-only) Show timing in seconds not frames'"
+Space|SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean "'Show sliders beside F-Curve channels'"
+Space|SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean "'Sync Markers with keyframe edits'"
+Space|SpaceFileBrowser.params -> params: pointer, "'(read-only) Parameters and Settings for the Filebrowser'"
+Space|SpaceGraphEditor.automerge_keyframes -> use_automerge_keyframes: boolean "'Automatically merge nearby keyframes'"
+Space|SpaceGraphEditor.autosnap -> autosnap: enum "'Automatic time snapping settings for transformations'"
+Space|SpaceGraphEditor.cursor_value -> cursor_value: float "'Graph Editor 2D-Value cursor - Y-Value component'"
+Space|SpaceGraphEditor.dopesheet -> dopesheet: pointer, "'(read-only) Settings for filtering animation data'"
+Space|SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean "'Graph Editor instance has some ghost curves stored'"
+Space|SpaceGraphEditor.mode -> mode: enum "'Editing context being displayed'"
+Space|SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles: boolean "'Only keyframes of selected F-Curves are visible and editable'"
+Space|SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean "'Only show and edit handles of selected keyframes'"
+Space|SpaceGraphEditor.pivot_point -> pivot_point: enum "'Pivot center for rotation/scaling'"
+Space|SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean "'When transforming keyframes, changes to the animation data are flushed to other views'"
+Space|SpaceGraphEditor.show_cframe_indicator -> show_frame_indicator: boolean "'Show frame number beside the current frame indicator line'"
+Space|SpaceGraphEditor.show_cursor -> show_cursor: boolean "'Show 2D cursor'"
+Space|SpaceGraphEditor.show_handles -> show_handles: boolean "'Show handles of Bezier control points'"
+Space|SpaceGraphEditor.show_seconds -> show_seconds: boolean, "'(read-only) Show timing in seconds not frames'"
+Space|SpaceGraphEditor.show_sliders -> show_sliders: boolean "'Show sliders beside F-Curve channels'"
+Space|SpaceImageEditor.curves -> curves: pointer, "'(read-only) Color curve mapping to use for displaying the image'"
+Space|SpaceImageEditor.draw_channels -> draw_channels: enum "'Channels of the image to draw'"
+Space|SpaceImageEditor.draw_repeated -> show_repeated: boolean "'Draw the image repeated outside of the main view'"
+Space|SpaceImageEditor.grease_pencil -> grease_pencil: pointer "'Grease pencil data for this space'"
+Space|SpaceImageEditor.image -> image: pointer "'Image displayed and edited in this space'"
+Space|SpaceImageEditor.image_painting -> use_image_paint: boolean "'Enable image painting mode'"
+Space|SpaceImageEditor.image_pin -> use_image_pin: boolean "'Display current image regardless of object selection'"
+Space|SpaceImageEditor.image_user -> image_user: pointer, "'(read-only) Parameters defining which layer, pass and frame of the image is displayed'"
+Space|SpaceImageEditor.sample_histogram -> sample_histogram: pointer, "'(read-only) Sampled colors along line'"
+Space|SpaceImageEditor.scopes -> scopes: pointer, "'(read-only) Scopes to visualize image statistics.'"
+Space|SpaceImageEditor.show_paint -> show_paint: boolean, "'(read-only) Show paint related properties'"
+Space|SpaceImageEditor.show_render -> show_render: boolean, "'(read-only) Show render related properties'"
+Space|SpaceImageEditor.show_uvedit -> show_uvedit: boolean, "'(read-only) Show UV editing related properties'"
+Space|SpaceImageEditor.update_automatically -> use_realtime_updates: boolean "'Update other affected window spaces automatically to reflect changes during interactive operations such as transform'"
+Space|SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean "'Display and edit the grease pencil freehand annotations overlay'"
+Space|SpaceImageEditor.uv_editor -> uv_editor: pointer, "'(read-only) UV editor settings'"
+Space|SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects: boolean "'Show actuators of active object'"
+Space|SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states: boolean "'Show only actuators connected to active states'"
+Space|SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller: boolean "'Show linked objects to the actuator'"
+Space|SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects: boolean "'Show actuators of all selected objects'"
+Space|SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects: boolean "'Show controllers of active object'"
+Space|SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller: boolean "'Show linked objects to sensor/actuator'"
+Space|SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects: boolean "'Show controllers of all selected objects'"
+Space|SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects: boolean "'Show sensors of active object'"
+Space|SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states: boolean "'Show only sensors connected to active states'"
+Space|SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller: boolean "'Show linked objects to the controller'"
+Space|SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects: boolean "'Show sensors of all selected objects'"
+Space|SpaceNLA.autosnap -> autosnap: enum "'Automatic time snapping settings for transformations'"
+Space|SpaceNLA.dopesheet -> dopesheet: pointer, "'(read-only) Settings for filtering animation data'"
+Space|SpaceNLA.realtime_updates -> use_realtime_updates: boolean "'When transforming strips, changes to the animation data are flushed to other views'"
+Space|SpaceNLA.show_cframe_indicator -> show_frame_indicator: boolean "'Show frame number beside the current frame indicator line'"
+Space|SpaceNLA.show_seconds -> show_seconds: boolean, "'(read-only) Show timing in seconds not frames'"
+Space|SpaceNLA.show_strip_curves -> show_strip_curves: boolean "'Show influence curves on strips'"
+Space|SpaceNodeEditor.backdrop -> show_backdrop: boolean "'Use active Viewer Node output as backdrop for compositing nodes'"
+Space|SpaceNodeEditor.id -> id: pointer, "'(read-only) Datablock whose nodes are being edited'"
+Space|SpaceNodeEditor.id_from -> id_from: pointer, "'(read-only) Datablock from which the edited datablock is linked'"
+Space|SpaceNodeEditor.nodetree -> nodetree: pointer, "'(read-only) Node tree being displayed and edited'"
+Space|SpaceNodeEditor.texture_type -> texture_type: enum "'Type of data to take texture from'"
+Space|SpaceNodeEditor.tree_type -> tree_type: enum "'Node tree type to display and edit'"
+Space|SpaceOutliner.display_filter -> display_filter: string "'Live search filtering string'"
+Space|SpaceOutliner.display_mode -> display_mode: enum "'Type of information to display'"
+Space|SpaceOutliner.match_case_sensitive -> use_match_case_sensitive: boolean "'Only use case sensitive matches of search string'"
+Space|SpaceOutliner.match_complete -> use_match_complete: boolean "'Only use complete matches of search string'"
+Space|SpaceOutliner.show_restriction_columns -> show_restriction_columns: boolean "'Show column'"
+Space|SpaceProperties.align -> align: enum "'Arrangement of the panels'"
+Space|SpaceProperties.brush_texture -> show_brush_texture: boolean "'Show brush textures'"
+Space|SpaceProperties.context -> context: enum "'Type of active data to display and edit'"
+Space|SpaceProperties.pin_id -> pin_id: pointer "'NO DESCRIPTION'"
+Space|SpaceProperties.use_pin_id -> use_pin_id: boolean "'Use the pinned context'"
+Space|SpaceSequenceEditor.display_channel -> display_channel: int "'The channel number shown in the image preview. 0 is the result of all strips combined'"
+Space|SpaceSequenceEditor.display_mode -> display_mode: enum "'The view mode to use for displaying sequencer output'"
+Space|SpaceSequenceEditor.draw_frames -> show_frames: boolean "'Draw frames rather than seconds'"
+Space|SpaceSequenceEditor.draw_overexposed -> draw_overexposed: int "'Show overexposed areas with zebra stripes'"
+Space|SpaceSequenceEditor.draw_safe_margin -> show_safe_margin: boolean "'Draw title safe margins in preview'"
+Space|SpaceSequenceEditor.grease_pencil -> grease_pencil: pointer, "'(read-only) Grease pencil data for this space'"
+Space|SpaceSequenceEditor.offset_x -> offset_x: float "'Offsets image horizontally from the view center'"
+Space|SpaceSequenceEditor.offset_y -> offset_y: float "'Offsets image horizontally from the view center'"
+Space|SpaceSequenceEditor.proxy_render_size -> proxy_render_size: enum "'Draw preview using full resolution or different proxy resolutions'"
+Space|SpaceSequenceEditor.separate_color_preview -> show_separate_color: boolean "'Separate color channels in preview'"
+Space|SpaceSequenceEditor.show_cframe_indicator -> show_frame_indicator: boolean "'Show frame number beside the current frame indicator line'"
+Space|SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean "'Display and edit the grease pencil freehand annotations overlay'"
+Space|SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean "'Transform markers as well as strips'"
+Space|SpaceSequenceEditor.view_type -> view_type: enum "'The type of the Sequencer view (sequencer, preview or both)'"
+Space|SpaceSequenceEditor.zoom -> zoom: float "'Display zoom level'"
+Space|SpaceTextEditor.find_all -> use_find_all: boolean "'Search in all text datablocks, instead of only the active one'"
+Space|SpaceTextEditor.find_text -> find_text: string "'Text to search for with the find tool'"
+Space|SpaceTextEditor.find_wrap -> use_find_wrap: boolean "'Search again from the start of the file when reaching the end'"
+Space|SpaceTextEditor.font_size -> font_size: int "'Font size to use for displaying the text'"
+Space|SpaceTextEditor.line_numbers -> show_line_numbers: boolean "'Show line numbers next to the text'"
+Space|SpaceTextEditor.live_edit -> use_live_edit: boolean "'Run python while editing'"
+Space|SpaceTextEditor.overwrite -> use_overwrite: boolean "'Overwrite characters when typing rather than inserting them'"
+Space|SpaceTextEditor.replace_text -> replace_text: string "'Text to replace selected text with using the replace tool'"
+Space|SpaceTextEditor.syntax_highlight -> show_syntax_highlight: boolean "'Syntax highlight for scripting'"
+Space|SpaceTextEditor.tab_width -> tab_width: int "'Number of spaces to display tabs with'"
+Space|SpaceTextEditor.text -> text: pointer "'Text displayed and edited in this space'"
+Space|SpaceTextEditor.word_wrap -> use_word_wrap: boolean "'Wrap words if there is not enough horizontal space'"
+Space|SpaceTimeline.cache_cloth -> cache_cloth: boolean '"Show the active object\'s cloth point cache"'
+Space|SpaceTimeline.cache_particles -> cache_particles: boolean '"Show the active object\'s particle point cache"'
+Space|SpaceTimeline.cache_smoke -> cache_smoke: boolean '"Show the active object\'s smoke cache"'
+Space|SpaceTimeline.cache_softbody -> cache_softbody: boolean '"Show the active object\'s softbody point cache"'
+Space|SpaceTimeline.only_selected -> show_only_selected: boolean "'Show keyframes for active Object and/or its selected channels only'"
+Space|SpaceTimeline.play_all_3d -> use_play_3d_editors: boolean "'NO DESCRIPTION'"
+Space|SpaceTimeline.play_anim -> use_play_animation_editors: boolean "'NO DESCRIPTION'"
+Space|SpaceTimeline.play_buttons -> use_play_properties_editors: boolean "'NO DESCRIPTION'"
+Space|SpaceTimeline.play_image -> use_play_image_editors: boolean "'NO DESCRIPTION'"
+Space|SpaceTimeline.play_nodes -> use_play_node_editors: boolean "'NO DESCRIPTION'"
+Space|SpaceTimeline.play_sequencer -> use_play_sequence_editors: boolean "'NO DESCRIPTION'"
+Space|SpaceTimeline.play_top_left -> use_play_top_left_3d_editor: boolean "'NO DESCRIPTION'"
+Space|SpaceTimeline.show_cache -> show_cache: boolean "'Show the status of cached frames in the timeline'"
+Space|SpaceTimeline.show_cframe_indicator -> show_frame_indicator: boolean "'Show frame number beside the current frame indicator line'"
+Space|SpaceUserPreferences.filter -> filter: string "'Search term for filtering in the UI'"
+Space|SpaceView3D.all_object_origins -> show_all_objects_origin: boolean "'Show the object origin center dot for all (selected and unselected) objects'"
+Space|SpaceView3D.background_images -> background_images: collection, "'(read-only) List of background images'"
+Space|SpaceView3D.camera -> camera: pointer '"Active camera used in this view (when unlocked from the scene\'s active camera)"'
+Space|SpaceView3D.clip_end -> clip_end: float "'3D View far clipping distance'"
+Space|SpaceView3D.clip_start -> clip_start: float "'3D View near clipping distance'"
+Space|SpaceView3D.current_orientation -> current_orientation: pointer, "'(read-only) Current Transformation orientation'"
+Space|SpaceView3D.cursor_location -> cursor_location: float "'3D cursor location for this view (dependent on local view setting)'"
+Space|SpaceView3D.display_background_images -> show_background_images: boolean "'Display reference images behind objects in the 3D View'"
+Space|SpaceView3D.display_floor -> show_floor: boolean "'Show the ground plane grid in perspective view'"
+Space|SpaceView3D.display_render_override -> show_only_render: boolean "'Display only objects which will be rendered'"
+Space|SpaceView3D.display_x_axis -> show_axis_x: boolean "'Show the X axis line in perspective view'"
+Space|SpaceView3D.display_y_axis -> show_axis_y: boolean "'Show the Y axis line in perspective view'"
+Space|SpaceView3D.display_z_axis -> show_axis_z: boolean "'Show the Z axis line in perspective view'"
+Space|SpaceView3D.grid_lines -> grid_lines: int "'The number of grid lines to display in perspective view'"
+Space|SpaceView3D.grid_spacing -> grid_spacing: float "'The distance between 3D View grid lines'"
+Space|SpaceView3D.grid_subdivisions -> grid_subdivisions: int "'The number of subdivisions between grid lines'"
+Space|SpaceView3D.layers -> layers: boolean "'Layers visible in this 3D View'"
+Space|SpaceView3D.lens -> lens: float "'Lens angle (mm) in perspective view'"
+Space|SpaceView3D.local_view -> local_view: pointer, "'(read-only) Display an isolated sub-set of objects, apart from the scene visibility'"
+Space|SpaceView3D.lock_bone -> lock_bone: string '"3D View center is locked to this bone\'s position"'
+Space|SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean '"Use the scene\'s active camera and layers in this view, rather than local layers"'
+Space|SpaceView3D.lock_object -> lock_object: pointer '"3D View center is locked to this object\'s position"'
+Space|SpaceView3D.manipulator -> use_manipulator: boolean "'Use a 3D manipulator widget for controlling transforms'"
+Space|SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean "'Use the manipulator for rotation transformations'"
+Space|SpaceView3D.manipulator_scale -> use_manipulator_scale: boolean "'Use the manipulator for scale transformations'"
+Space|SpaceView3D.manipulator_translate -> use_manipulator_translate: boolean "'Use the manipulator for movement transformations'"
+Space|SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean "'Limit selection to visible (clipped with depth buffer)'"
+Space|SpaceView3D.outline_selected -> show_outline_selected: boolean "'Show an outline highlight around selected objects in non-wireframe views'"
+Space|SpaceView3D.pivot_point -> pivot_point: enum "'Pivot center for rotation/scaling'"
+Space|SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean "'Manipulate object centers only'"
+Space|SpaceView3D.region_3d -> region_3d: pointer, "'(read-only) 3D region in this space, in case of quad view the camera region'"
+Space|SpaceView3D.region_quadview -> region_quadview: pointer, "'(read-only) 3D region that defines the quad view settings'"
+Space|SpaceView3D.relationship_lines -> show_relationship_lines: boolean "'Show dashed lines indicating parent or constraint relationships'"
+Space|SpaceView3D.textured_solid -> show_textured_solid: boolean "'Display face-assigned textures in solid view'"
+Space|SpaceView3D.transform_orientation -> transform_orientation: enum "'Transformation orientation'"
+Space|SpaceView3D.used_layers -> layers_used: boolean, "'(read-only) Layers that contain something'"
+Space|SpaceView3D.viewport_shading -> viewport_shade: enum "'Method to display/shade objects in the 3D View'"
Spline.bezier_points -> bezier_points: collection, "'(read-only) Collection of points for bezier curves only'"
Spline.bezier_u -> use_bezier_u: boolean "'Make this nurbs curve or surface act like a bezier spline in the U direction (Order U must be 3 or 4, Cyclic U must be disabled)'"
Spline.bezier_v -> use_bezier_v: boolean "'Make this nurbs surface act like a bezier spline in the V direction (Order V must be 3 or 4, Cyclic V must be disabled)'"
@@ -3616,14 +3807,6 @@ Spline.resolution_v -> resolution_v: int "'Surface subdivisions per segment'"
Spline.smooth -> use_smooth: boolean "'Smooth the normals of the surface or beveled curve'"
Spline.tilt_interpolation -> tilt_interpolation: enum "'The type of tilt interpolation for 3D, Bezier curves'"
Spline.type -> type: enum "'The interpolation type for this curve element'"
-SplineIKConstraint.chain_length -> chain_length: int "'How many bones are included in the chain'"
-SplineIKConstraint.chain_offset -> use_chain_offset: boolean "'Offset the entire chain relative to the root joint'"
-SplineIKConstraint.even_divisions -> use_even_divisions: boolean "'Ignore the relative lengths of the bones when fitting to the curve'"
-SplineIKConstraint.joint_bindings -> joint_bindings: float "'(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages'"
-SplineIKConstraint.target -> target: pointer "'Curve that controls this relationship'"
-SplineIKConstraint.use_curve_radius -> use_curve_radius: boolean "'Average radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale mode'"
-SplineIKConstraint.xz_scaling_mode -> xz_scale_mode: enum "'Method used for determining the scaling of the X and Z axes of the bones'"
-SplineIKConstraint.y_stretch -> use_y_stretch: boolean "'Stretch the Y axis of the bones to fit the curve'"
SplinePoint.co -> co: float "'Point coordinates'"
SplinePoint.hide -> hide: boolean "'Visibility status'"
SplinePoint.radius -> radius: float, "'(read-only) Radius for bevelling'"
@@ -3631,49 +3814,6 @@ SplinePoint.select -> select: boolean "'Selection status'"
SplinePoint.tilt -> tilt: float "'Tilt in 3D View'"
SplinePoint.weight -> weight: float "'Nurbs weight'"
SplinePoint.weight_softbody -> weight_softbody: float "'Softbody goal weight'"
-SpotLamp.auto_clip_end -> use_auto_clip_end: boolean "'Automatic calculation of clipping-end, based on visible vertices'"
-SpotLamp.auto_clip_start -> use_auto_clip_start: boolean "'Automatic calculation of clipping-start, based on visible vertices'"
-SpotLamp.compression_threshold -> compression_threshold: float "'Deep shadow map compression threshold'"
-SpotLamp.falloff_curve -> falloff_curve: pointer, "'(read-only) Custom Lamp Falloff Curve'"
-SpotLamp.falloff_type -> falloff_type: enum "'Intensity Decay with distance'"
-SpotLamp.halo -> use_halo: boolean "'Renders spotlight with a volumetric halo (Buffer Shadows)'"
-SpotLamp.halo_intensity -> halo_intensity: float '"Brightness of the spotlight\'s halo cone (Buffer Shadows)"'
-SpotLamp.halo_step -> halo_step: int "'Volumetric halo sampling frequency'"
-SpotLamp.linear_attenuation -> linear_attenuation: float "'Linear distance attenuation'"
-SpotLamp.only_shadow -> use_only_shadow: boolean "'Causes light to cast shadows only without illuminating objects'"
-SpotLamp.quadratic_attenuation -> quadratic_attenuation: float "'Quadratic distance attenuation'"
-SpotLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "'Threshold for Adaptive Sampling (Raytraced shadows)'"
-SpotLamp.shadow_buffer_bias -> shadow_buffer_bias: float "'Shadow buffer sampling bias'"
-SpotLamp.shadow_buffer_clip_end -> shadow_buffer_clip_end: float "'Shadow map clip end beyond which objects will not generate shadows'"
-SpotLamp.shadow_buffer_clip_start -> shadow_buffer_clip_start: float "'Shadow map clip start: objects closer will not generate shadows'"
-SpotLamp.shadow_buffer_samples -> shadow_buffer_samples: int "'Number of shadow buffer samples'"
-SpotLamp.shadow_buffer_size -> shadow_buffer_size: int "'Resolution of the shadow buffer, higher values give crisper shadows but use more memory'"
-SpotLamp.shadow_buffer_soft -> shadow_buffer_soft: float "'Size of shadow buffer sampling area'"
-SpotLamp.shadow_buffer_type -> shadow_buffer_type: enum "'Type of shadow buffer'"
-SpotLamp.shadow_color -> shadow_color: float "'Color of shadows cast by the lamp'"
-SpotLamp.shadow_filter_type -> shadow_filter_type: enum "'Type of shadow filter (Buffer Shadows)'"
-SpotLamp.shadow_layer -> use_shadow_layer: boolean "'Causes only objects on the same layer to cast shadows'"
-SpotLamp.shadow_method -> shadow_method: enum "'Method to compute lamp shadow with'"
-SpotLamp.shadow_ray_samples -> shadow_ray_samples: int "'Amount of samples taken extra (samples x samples)'"
-SpotLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower'"
-SpotLamp.shadow_sample_buffers -> shadow_sample_buffers: enum "'Number of shadow buffers to render for better AA, this increases memory usage'"
-SpotLamp.shadow_soft_size -> shadow_soft_size: float "'Light size for ray shadow sampling (Raytraced shadows)'"
-SpotLamp.show_cone -> show_cone: boolean "'Draw transparent cone in 3D view to visualize which objects are contained in it'"
-SpotLamp.sphere -> use_sphere: boolean "'Sets light intensity to zero beyond lamp distance'"
-SpotLamp.spot_blend -> spot_blend: float "'The softness of the spotlight edge'"
-SpotLamp.spot_size -> spot_size: float "'Angle of the spotlight beam in degrees'"
-SpotLamp.square -> use_square: boolean "'Casts a square spot light shape'"
-StateActuator.operation -> operation: enum "'Select the bit operation on object state mask'"
-StateActuator.state -> states: boolean "'NO DESCRIPTION'"
-StretchToConstraint.bulge -> bulge: float "'Factor between volume variation and stretching'"
-StretchToConstraint.head_tail -> head_tail: float "'Target along length of bone: Head=0, Tail=1'"
-StretchToConstraint.keep_axis -> keep_axis: enum "'Axis to maintain during stretch'"
-StretchToConstraint.original_length -> original_length: float "'Length at rest position'"
-StretchToConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
-StretchToConstraint.target -> target: pointer "'Target Object'"
-StretchToConstraint.volume -> volume: enum '"Maintain the object\'s volume as it stretches"'
-StringProperty.default -> default: string, "'(read-only) string default value'"
-StringProperty.max_length -> length_max: int, "'(read-only) Maximum length of the string, 0 means unlimited'"
Struct.base -> base: pointer, "'(read-only) Struct definition this is derived from'"
Struct.description -> description: string, '"(read-only) Description of the Struct\'s purpose"'
Struct.functions -> functions: collection, "'(read-only)'"
@@ -3682,26 +3822,6 @@ Struct.name -> name: string, "'(read-only) Human readable name'"
Struct.name_property -> name_property: pointer, "'(read-only) Property that gives the name of the struct'"
Struct.nested -> nested: pointer, "'(read-only) Struct in which this struct is always nested, and to which it logically belongs'"
Struct.properties -> properties: collection, "'(read-only) Properties in the struct'"
-StucciTexture.noise_basis -> noise_basis: enum "'Sets the noise basis used for turbulence'"
-StucciTexture.noise_size -> noise_size: float "'Sets scaling for noise input'"
-StucciTexture.noise_type -> noise_type: enum "'NO DESCRIPTION'"
-StucciTexture.stype -> stype: enum "'NO DESCRIPTION'"
-StucciTexture.turbulence -> turbulence: float "'Sets the turbulence of the bandnoise and ringnoise types'"
-SubsurfModifier.levels -> levels: int "'Number of subdivisions to perform'"
-SubsurfModifier.optimal_display -> show_only_control_edges: boolean "'Skip drawing/rendering of interior subdivided edges'"
-SubsurfModifier.render_levels -> render_levels: int "'Number of subdivisions to perform when rendering'"
-SubsurfModifier.subdivision_type -> subdivision_type: enum "'Selects type of subdivision algorithm'"
-SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean "'Use subsurf to subdivide UVs'"
-SunLamp.only_shadow -> use_only_shadow: boolean "'Causes light to cast shadows only without illuminating objects'"
-SunLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "'Threshold for Adaptive Sampling (Raytraced shadows)'"
-SunLamp.shadow_color -> shadow_color: float "'Color of shadows cast by the lamp'"
-SunLamp.shadow_layer -> use_shadow_layer: boolean "'Causes only objects on the same layer to cast shadows'"
-SunLamp.shadow_method -> shadow_method: enum "'Method to compute lamp shadow with'"
-SunLamp.shadow_ray_samples -> shadow_ray_samples: int "'Amount of samples taken extra (samples x samples)'"
-SunLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum "'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower'"
-SunLamp.shadow_soft_size -> shadow_soft_size: float "'Light size for ray shadow sampling (Raytraced shadows)'"
-SunLamp.sky -> sky: pointer, "'(read-only) Sky related settings for sun lamps'"
-SurfaceCurve.map_along_length -> use_map_along_length: boolean "'Generate texture mapping coordinates following the curve direction, rather than the local bounding box'"
TexMapping.has_maximum -> use_max: boolean "'Whether to use maximum clipping value'"
TexMapping.has_minimum -> use_min: boolean "'Whether to use minimum clipping value'"
TexMapping.location -> location: float "'NO DESCRIPTION'"
@@ -3709,18 +3829,6 @@ TexMapping.maximum -> max: float "'Maximum value for clipping'"
TexMapping.minimum -> min: float "'Minimum value for clipping'"
TexMapping.rotation -> rotation: float "'NO DESCRIPTION'"
TexMapping.scale -> scale: float "'NO DESCRIPTION'"
-Text.current_character -> current_character: int, "'(read-only) Index of current character in current line, and also start index of character in selection if one exists'"
-Text.current_line -> current_line: pointer, "'(read-only) Current line, and start line of selection if one exists'"
-Text.dirty -> is_dirty: boolean, "'(read-only) Text file has been edited since last save'"
-Text.filepath -> filepath: string "'Filename of the text file'"
-Text.lines -> lines: collection, "'(read-only) Lines of text'"
-Text.markers -> markers: collection, "'(read-only) Text markers highlighting part of the text'"
-Text.memory -> is_in_memory: boolean, "'(read-only) Text file is in memory, without a corresponding file on disk'"
-Text.modified -> is_modified: boolean, "'(read-only) Text file on disk is different than the one in memory'"
-Text.selection_end_character -> selection_end_character: int, "'(read-only) Index of character after end of selection in the selection end line'"
-Text.selection_end_line -> selection_end_line: pointer, "'(read-only) End line of selection'"
-Text.tabs_as_spaces -> use_tabs_as_spaces: boolean "'Automatically converts all new tabs into spaces'"
-Text.use_module -> use_module: boolean '"Register this text as a module on loading, Text name must end with \'.py\'"'
TextBox.height -> height: float "'NO DESCRIPTION'"
TextBox.width -> width: float "'NO DESCRIPTION'"
TextBox.x -> x: float "'NO DESCRIPTION'"
@@ -3729,27 +3837,6 @@ TextCharacterFormat.bold -> use_bold: boolean "'NO DESCRIPTION'"
TextCharacterFormat.italic -> use_italic: boolean "'NO DESCRIPTION'"
TextCharacterFormat.underline -> use_underline: boolean "'NO DESCRIPTION'"
TextCharacterFormat.use_small_caps -> use_small_caps: boolean "'NO DESCRIPTION'"
-TextCurve.active_textbox -> active_textbox: int "'NO DESCRIPTION'"
-TextCurve.body -> body: string "'contents of this text object'"
-TextCurve.body_format -> body_format: collection, "'(read-only) Stores the style of each character'"
-TextCurve.edit_format -> edit_format: pointer, "'(read-only) Editing settings character formatting'"
-TextCurve.family -> family: string "'Use Blender Objects as font characters. Give font objects a common name followed by the character it represents, eg. familya, familyb etc, and turn on Verts Duplication'"
-TextCurve.fast -> use_fast_editing: boolean '"Don\'t fill polygons while editing"'
-TextCurve.font -> font: pointer "'NO DESCRIPTION'"
-TextCurve.line_dist -> line_distance: float "'NO DESCRIPTION'"
-TextCurve.map_along_length -> use_map_along_length: boolean "'Generate texture mapping coordinates following the curve direction, rather than the local bounding box'"
-TextCurve.offset_x -> offset_x: float "'Horizontal offset from the object origin'"
-TextCurve.offset_y -> offset_y: float "'Vertical offset from the object origin'"
-TextCurve.shear -> shear: float "'Italic angle of the characters'"
-TextCurve.small_caps_scale -> small_caps_scale: float "'Scale of small capitals'"
-TextCurve.spacemode -> spacemode: enum "'Text align from the object center'"
-TextCurve.spacing -> spacing: float "'NO DESCRIPTION'"
-TextCurve.text_on_curve -> text_on_curve: pointer "'Curve deforming text object'"
-TextCurve.text_size -> text_size: float "'NO DESCRIPTION'"
-TextCurve.textboxes -> textboxes: collection, "'(read-only)'"
-TextCurve.ul_height -> ul_height: float "'NO DESCRIPTION'"
-TextCurve.ul_position -> ul_position: float "'Vertical position of underline'"
-TextCurve.word_spacing -> word_spacing: float "'NO DESCRIPTION'"
TextLine.line -> line: string "'Text in the line'"
TextMarker.color -> color: float "'Color to display the marker with'"
TextMarker.edit_all -> use_edit_all: boolean, "'(read-only) Edit all markers of the same group as one'"
@@ -3758,36 +3845,6 @@ TextMarker.group -> group: int, "'(read-only)'"
TextMarker.line -> line: int, "'(read-only) Line in which the marker is located'"
TextMarker.start -> start: int, "'(read-only) Start position of the marker in the line'"
TextMarker.temporary -> is_temporary: boolean, "'(read-only) Marker is temporary'"
-Texture.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
-Texture.brightness -> intensity: float "'NO DESCRIPTION'"
-Texture.color_ramp -> color_ramp: pointer, "'(read-only)'"
-Texture.contrast -> contrast: float "'NO DESCRIPTION'"
-Texture.factor_blue -> factor_blue: float "'NO DESCRIPTION'"
-Texture.factor_green -> factor_green: float "'NO DESCRIPTION'"
-Texture.factor_red -> factor_red: float "'NO DESCRIPTION'"
-Texture.node_tree -> node_tree: pointer, "'(read-only) Node tree for node-based textures'"
-Texture.saturation -> saturation: float "'NO DESCRIPTION'"
-Texture.type -> type: enum "'NO DESCRIPTION'"
-Texture.use_color_ramp -> use_color_ramp: boolean "'Toggle color ramp operations'"
-Texture.use_nodes -> use_nodes: boolean "'Make this a node-based texture'"
-Texture.use_preview_alpha -> use_preview_alpha: boolean "'Show Alpha in Preview Render'"
-TextureNode.type -> type: enum, "'(read-only)'"
-TextureNodeBricks.offset -> offset: float "'NO DESCRIPTION'"
-TextureNodeBricks.offset_frequency -> offset_frequency: int "'Offset every N rows'"
-TextureNodeBricks.squash -> squash: float "'NO DESCRIPTION'"
-TextureNodeBricks.squash_frequency -> squash_frequency: int "'Squash every N rows'"
-TextureNodeCurveRGB.mapping -> mapping: pointer, "'(read-only)'"
-TextureNodeCurveTime.curve -> curve: pointer, "'(read-only)'"
-TextureNodeCurveTime.end -> end: int "'NO DESCRIPTION'"
-TextureNodeCurveTime.start -> start: int "'NO DESCRIPTION'"
-TextureNodeImage.image -> image: pointer "'NO DESCRIPTION'"
-TextureNodeMath.operation -> operation: enum "'NO DESCRIPTION'"
-TextureNodeMixRGB.alpha -> use_alpha: boolean "'Include alpha of second input in this operation'"
-TextureNodeMixRGB.blend_type -> blend_type: enum "'NO DESCRIPTION'"
-TextureNodeOutput.output_name -> output_name: string "'NO DESCRIPTION'"
-TextureNodeTexture.node_output -> node_output: int "'For node-based textures, which output node to use'"
-TextureNodeTexture.texture -> texture: pointer "'NO DESCRIPTION'"
-TextureNodeValToRGB.color_ramp -> color_ramp: pointer, "'(read-only)'"
TextureSlot.blend_type -> blend_type: enum "'NO DESCRIPTION'"
TextureSlot.color -> color: float '"The default color for textures that don\'t return RGB"'
TextureSlot.default_value -> default_value: float "'Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard'"
@@ -3799,6 +3856,78 @@ TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean "'Converts text
TextureSlot.size -> size: float '"Sets scaling for the texture\'s X, Y and Z sizes"'
TextureSlot.stencil -> use_stencil: boolean "'Use this texture as a blending value on the next texture'"
TextureSlot.texture -> texture: pointer "'Texture datablock used by this texture slot'"
++ * TextureSlot|BrushTextureSlot.angle -> angle: float "'Defines brush texture rotation'"
++ * TextureSlot|BrushTextureSlot.map_mode -> map_mode: enum "'NO DESCRIPTION'"
+TextureSlot|LampTextureSlot.color_factor -> color_factor: float "'Amount texture affects color values'"
+TextureSlot|LampTextureSlot.map_color -> use_map_color: boolean "'Lets the texture affect the basic color of the lamp'"
+TextureSlot|LampTextureSlot.map_shadow -> use_map_shadow: boolean "'Lets the texture affect the shadow color of the lamp'"
+TextureSlot|LampTextureSlot.object -> object: pointer "'Object to use for mapping with Object texture coordinates'"
+TextureSlot|LampTextureSlot.shadow_factor -> shadow_factor: float "'Amount texture affects shadow'"
+TextureSlot|LampTextureSlot.texture_coordinates -> texture_coordinates: enum "'NO DESCRIPTION'"
+TextureSlot|MaterialTextureSlot.alpha_factor -> alpha_factor: float "'Amount texture affects alpha'"
+TextureSlot|MaterialTextureSlot.ambient_factor -> ambient_factor: float "'Amount texture affects ambient'"
+TextureSlot|MaterialTextureSlot.colordiff_factor -> colordiff_factor: float "'Amount texture affects diffuse color'"
+TextureSlot|MaterialTextureSlot.coloremission_factor -> coloremission_factor: float "'Amount texture affects emission color'"
+TextureSlot|MaterialTextureSlot.colorreflection_factor -> colorreflection_factor: float "'Amount texture affects color of out-scattered light'"
+TextureSlot|MaterialTextureSlot.colorspec_factor -> colorspec_factor: float "'Amount texture affects specular color'"
+TextureSlot|MaterialTextureSlot.colortransmission_factor -> colortransmission_factor: float "'Amount texture affects result color after light has been scattered/absorbed'"
+TextureSlot|MaterialTextureSlot.density_factor -> density_factor: float "'Amount texture affects density'"
+TextureSlot|MaterialTextureSlot.diffuse_factor -> diffuse_factor: float "'Amount texture affects diffuse reflectivity'"
+TextureSlot|MaterialTextureSlot.displacement_factor -> displacement_factor: float "'Amount texture displaces the surface'"
+TextureSlot|MaterialTextureSlot.emission_factor -> emission_factor: float "'Amount texture affects emission'"
+TextureSlot|MaterialTextureSlot.emit_factor -> emit_factor: float "'Amount texture affects emission'"
+TextureSlot|MaterialTextureSlot.enabled -> use: boolean "'Enable this material texture slot'"
+TextureSlot|MaterialTextureSlot.from_dupli -> use_from_dupli: boolean '"Dupli\'s instanced from verts, faces or particles, inherit texture coordinate from their parent"'
+TextureSlot|MaterialTextureSlot.from_original -> use_from_original: boolean '"Dupli\'s derive their object coordinates from the original objects transformation"'
+TextureSlot|MaterialTextureSlot.hardness_factor -> hard_factor: float "'Amount texture affects hardness'"
+TextureSlot|MaterialTextureSlot.map_alpha -> use_map_alpha: boolean "'Causes the texture to affect the alpha value'"
+TextureSlot|MaterialTextureSlot.map_ambient -> use_map_ambient: boolean "'Causes the texture to affect the value of ambient'"
+TextureSlot|MaterialTextureSlot.map_colordiff -> use_map_colordiff: boolean "'Causes the texture to affect basic color of the material'"
+TextureSlot|MaterialTextureSlot.map_coloremission -> use_map_coloremission: boolean "'Causes the texture to affect the color of emission'"
+TextureSlot|MaterialTextureSlot.map_colorreflection -> use_map_colorreflection: boolean "'Causes the texture to affect the color of scattered light'"
+TextureSlot|MaterialTextureSlot.map_colorspec -> use_map_colorspec: boolean "'Causes the texture to affect the specularity color'"
+TextureSlot|MaterialTextureSlot.map_colortransmission -> use_map_colortransmission: boolean "'Causes the texture to affect the result color after other light has been scattered/absorbed'"
+TextureSlot|MaterialTextureSlot.map_density -> use_map_density: boolean '"Causes the texture to affect the volume\'s density"'
+TextureSlot|MaterialTextureSlot.map_diffuse -> use_map_diffuse: boolean "'Causes the texture to affect the value of the materials diffuse reflectivity'"
+TextureSlot|MaterialTextureSlot.map_displacement -> use_map_displacement: boolean "'Let the texture displace the surface'"
+TextureSlot|MaterialTextureSlot.map_emission -> use_map_emission: boolean '"Causes the texture to affect the volume\'s emission"'
+TextureSlot|MaterialTextureSlot.map_emit -> use_map_emit: boolean "'Causes the texture to affect the emit value'"
+TextureSlot|MaterialTextureSlot.map_hardness -> use_map_hardness: boolean "'Causes the texture to affect the hardness value'"
+TextureSlot|MaterialTextureSlot.map_mirror -> use_map_mirror: boolean "'Causes the texture to affect the mirror color'"
+TextureSlot|MaterialTextureSlot.map_normal -> use_map_normal: boolean "'Causes the texture to affect the rendered normal'"
+TextureSlot|MaterialTextureSlot.map_raymir -> use_map_raymir: boolean "'Causes the texture to affect the ray-mirror value'"
+TextureSlot|MaterialTextureSlot.map_reflection -> use_map_reflect: boolean '"Causes the texture to affect the reflected light\'s brightness"'
+TextureSlot|MaterialTextureSlot.map_scattering -> use_map_scatter: boolean '"Causes the texture to affect the volume\'s scattering"'
+TextureSlot|MaterialTextureSlot.map_specular -> use_map_specular: boolean "'Causes the texture to affect the value of specular reflectivity'"
+TextureSlot|MaterialTextureSlot.map_translucency -> use_map_translucency: boolean "'Causes the texture to affect the translucency value'"
+TextureSlot|MaterialTextureSlot.map_warp -> use_map_warp: boolean "'Let the texture warp texture coordinates of next channels'"
+TextureSlot|MaterialTextureSlot.mapping -> mapping: enum "'NO DESCRIPTION'"
+TextureSlot|MaterialTextureSlot.mirror_factor -> mirror_factor: float "'Amount texture affects mirror color'"
+TextureSlot|MaterialTextureSlot.new_bump -> use_new_bump: boolean "'Use new, corrected bump mapping code (backwards compatibility option)'"
+TextureSlot|MaterialTextureSlot.normal_factor -> normal_factor: float "'Amount texture affects normal values'"
+TextureSlot|MaterialTextureSlot.normal_map_space -> normal_map_space: enum "'NO DESCRIPTION'"
+TextureSlot|MaterialTextureSlot.object -> object: pointer "'Object to use for mapping with Object texture coordinates'"
+TextureSlot|MaterialTextureSlot.raymir_factor -> raymir_factor: float "'Amount texture affects ray mirror'"
+TextureSlot|MaterialTextureSlot.reflection_factor -> reflection_factor: float "'Amount texture affects brightness of out-scattered light'"
+TextureSlot|MaterialTextureSlot.scattering_factor -> scattering_factor: float "'Amount texture affects scattering'"
+TextureSlot|MaterialTextureSlot.specular_factor -> specular_factor: float "'Amount texture affects specular reflectivity'"
+TextureSlot|MaterialTextureSlot.texture_coordinates -> texture_coordinates: enum "'NO DESCRIPTION'"
+TextureSlot|MaterialTextureSlot.translucency_factor -> translucency_factor: float "'Amount texture affects translucency'"
+TextureSlot|MaterialTextureSlot.uv_layer -> uv_layer: string "'UV layer to use for mapping with UV texture coordinates'"
+TextureSlot|MaterialTextureSlot.warp_factor -> warp_factor: float "'Amount texture affects texture coordinates of next channels'"
+TextureSlot|MaterialTextureSlot.x_mapping -> x_mapping: enum "'NO DESCRIPTION'"
+TextureSlot|MaterialTextureSlot.y_mapping -> y_mapping: enum "'NO DESCRIPTION'"
+TextureSlot|MaterialTextureSlot.z_mapping -> z_mapping: enum "'NO DESCRIPTION'"
+TextureSlot|WorldTextureSlot.blend_factor -> blend_factor: float "'Amount texture affects color progression of the background'"
+TextureSlot|WorldTextureSlot.horizon_factor -> horizon_factor: float "'Amount texture affects color of the horizon'"
+TextureSlot|WorldTextureSlot.map_blend -> use_map_blend: boolean "'Affect the color progression of the background'"
+TextureSlot|WorldTextureSlot.map_horizon -> use_map_horizon: boolean "'Affect the color of the horizon'"
+TextureSlot|WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean "'Affect the color of the zenith below'"
+TextureSlot|WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean "'Affect the color of the zenith above'"
+TextureSlot|WorldTextureSlot.object -> object: pointer "'Object to use for mapping with Object texture coordinates'"
+TextureSlot|WorldTextureSlot.texture_coordinates -> texture_coordinates: enum "'Texture coordinates used to map the texture onto the background'"
+TextureSlot|WorldTextureSlot.zenith_down_factor -> zenith_down_factor: float "'Amount texture affects color of the zenith below'"
+TextureSlot|WorldTextureSlot.zenith_up_factor -> zenith_up_factor: float "'Amount texture affects color of the zenith above'"
Theme.bone_color_sets -> bone_color_sets: collection, "'(read-only)'"
Theme.console -> console: pointer, "'(read-only)'"
Theme.dopesheet_editor -> dopesheet_editor: pointer, "'(read-only)'"
@@ -4261,58 +4390,14 @@ ToolSettings.uv_sync_selection -> use_uv_sync_selection: boolean "'Keep UV an
ToolSettings.vertex_group_weight -> vertex_group_weight: float "'Weight to assign in vertex groups'"
ToolSettings.vertex_paint -> vertex_paint: pointer, "'(read-only)'"
ToolSettings.weight_paint -> weight_paint: pointer, "'(read-only)'"
-TouchSensor.material -> material: pointer "'Only look for objects with this material'"
-TrackToConstraint.head_tail -> head_tail: float "'Target along length of bone: Head=0, Tail=1'"
-TrackToConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
-TrackToConstraint.target -> target: pointer "'Target Object'"
-TrackToConstraint.target_z -> use_target_z: boolean '"Target\'s Z axis, not World Z axis, will constraint the Up direction"'
-TrackToConstraint.track -> track: enum "'Axis that points to the target object'"
-TrackToConstraint.up -> up: enum "'Axis that points upward'"
-TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean "'Extrapolate ranges'"
-TransformConstraint.from_max_x -> from_max_x: float "'Top range of X axis source motion'"
-TransformConstraint.from_max_y -> from_max_y: float "'Top range of Y axis source motion'"
-TransformConstraint.from_max_z -> from_max_z: float "'Top range of Z axis source motion'"
-TransformConstraint.from_min_x -> from_min_x: float "'Bottom range of X axis source motion'"
-TransformConstraint.from_min_y -> from_min_y: float "'Bottom range of Y axis source motion'"
-TransformConstraint.from_min_z -> from_min_z: float "'Bottom range of Z axis source motion'"
-TransformConstraint.map_from -> map_from: enum "'The transformation type to use from the target'"
-TransformConstraint.map_to -> map_to: enum "'The transformation type to affect of the constrained object'"
-TransformConstraint.map_to_x_from -> map_to_x_from: enum '"The source axis constrained object\'s X axis uses"'
-TransformConstraint.map_to_y_from -> map_to_y_from: enum '"The source axis constrained object\'s Y axis uses"'
-TransformConstraint.map_to_z_from -> map_to_z_from: enum '"The source axis constrained object\'s Z axis uses"'
-TransformConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
-TransformConstraint.target -> target: pointer "'Target Object'"
-TransformConstraint.to_max_x -> to_max_x: float "'Top range of X axis destination motion'"
-TransformConstraint.to_max_y -> to_max_y: float "'Top range of Y axis destination motion'"
-TransformConstraint.to_max_z -> to_max_z: float "'Top range of Z axis destination motion'"
-TransformConstraint.to_min_x -> to_min_x: float "'Bottom range of X axis destination motion'"
-TransformConstraint.to_min_y -> to_min_y: float "'Bottom range of Y axis destination motion'"
-TransformConstraint.to_min_z -> to_min_z: float "'Bottom range of Z axis destination motion'"
TransformOrientation.matrix -> matrix: float "'NO DESCRIPTION'"
TransformOrientation.name -> name: string "'NO DESCRIPTION'"
-TransformSequence.interpolation -> interpolation: enum "'NO DESCRIPTION'"
-TransformSequence.rotation_start -> rotation_start: float "'NO DESCRIPTION'"
-TransformSequence.scale_start_x -> scale_start_x: float "'NO DESCRIPTION'"
-TransformSequence.scale_start_y -> scale_start_y: float "'NO DESCRIPTION'"
-TransformSequence.translate_start_x -> translate_start_x: float "'NO DESCRIPTION'"
-TransformSequence.translate_start_y -> translate_start_y: float "'NO DESCRIPTION'"
-TransformSequence.translation_unit -> translation_unit: enum "'NO DESCRIPTION'"
-TransformSequence.uniform_scale -> use_uniform_scale: boolean "'Scale uniformly, preserving aspect ratio'"
UILayout.active -> show_active: boolean "'NO DESCRIPTION'"
UILayout.alignment -> alignment: enum "'NO DESCRIPTION'"
UILayout.enabled -> show_enabled: boolean "'NO DESCRIPTION'"
UILayout.operator_context -> operator_context: enum "'NO DESCRIPTION'"
UILayout.scale_x -> scale_x: float "'NO DESCRIPTION'"
UILayout.scale_y -> scale_y: float "'NO DESCRIPTION'"
-UVProjectModifier.aspect_x -> aspect_x: float "'NO DESCRIPTION'"
-UVProjectModifier.aspect_y -> aspect_y: float "'NO DESCRIPTION'"
-UVProjectModifier.image -> image: pointer "'NO DESCRIPTION'"
-UVProjectModifier.num_projectors -> num_projectors: int "'Number of projectors to use'"
-UVProjectModifier.override_image -> use_image_override: boolean '"Override faces\' current images with the given image"'
-UVProjectModifier.projectors -> projectors: collection, "'(read-only)'"
-UVProjectModifier.scale_x -> scale_x: float "'NO DESCRIPTION'"
-UVProjectModifier.scale_y -> scale_y: float "'NO DESCRIPTION'"
-UVProjectModifier.uv_layer -> uv_layer: string "'UV layer name'"
UVProjector.object -> object: pointer "'Object to use as projector transform'"
UnitSettings.rotation_units -> rotation_units: enum "'Unit to use for displaying/editing rotation values'"
UnitSettings.scale_length -> scale_length: float "'Scale to use when converting between blender units and dimensions'"
@@ -4468,30 +4553,12 @@ UserSolidLight.enabled -> use: boolean "'Enable this OpenGL light in solid dr
UserSolidLight.specular_color -> specular_color: float "'The color of the lights specular highlight'"
ValueNodeSocket.default_value -> default_value: float "'Default value of the socket when no link is attached'"
ValueNodeSocket.name -> name: string, "'(read-only) Socket name'"
-VectorFont.filepath -> filepath: string, "'(read-only)'"
-VectorFont.packed_file -> packed_file: pointer, "'(read-only)'"
VectorNodeSocket.default_value -> default_value: float "'Default value of the socket when no link is attached'"
VectorNodeSocket.name -> name: string, "'(read-only) Socket name'"
VertexGroup.index -> index: int, "'(read-only) Index number of the vertex group'"
VertexGroup.name -> name: string "'Vertex group name'"
VertexGroupElement.group -> group: int, "'(read-only)'"
VertexGroupElement.weight -> weight: float "'Vertex Weight'"
-VertexPaint.all_faces -> use_all_faces: boolean "'Paint on all faces inside brush'"
-VertexPaint.normals -> use_normal: boolean "'Applies the vertex normal before painting'"
-VertexPaint.spray -> use_spray: boolean "'Keep applying paint effect while holding mouse'"
-VisibilityActuator.children -> apply_to_children: boolean "'Set all the children of this object to the same visibility/occlusion recursively'"
-VisibilityActuator.occlusion -> use_occlusion: boolean "'Set the object to occlude objects behind it. Initialized from the object type in physics button'"
-VisibilityActuator.visible -> use_visible: boolean "'Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)'"
-VoronoiTexture.coloring -> color_mode: enum "'NO DESCRIPTION'"
-VoronoiTexture.distance_metric -> distance_metric: enum "'NO DESCRIPTION'"
-VoronoiTexture.minkovsky_exponent -> minkovsky_exponent: float "'Minkovsky exponent'"
-VoronoiTexture.nabla -> nabla: float "'Size of derivative offset used for calculating normal'"
-VoronoiTexture.noise_intensity -> noise_intensity: float "'NO DESCRIPTION'"
-VoronoiTexture.noise_size -> noise_size: float "'Sets scaling for noise input'"
-VoronoiTexture.weight_1 -> weight_1: float "'Voronoi feature weight 1'"
-VoronoiTexture.weight_2 -> weight_2: float "'Voronoi feature weight 2'"
-VoronoiTexture.weight_3 -> weight_3: float "'Voronoi feature weight 3'"
-VoronoiTexture.weight_4 -> weight_4: float "'Voronoi feature weight 4'"
VoxelData.domain_object -> domain_object: pointer "'Object used as the smoke simulation domain'"
VoxelData.extension -> extension: enum "'Sets how the texture is extrapolated past its original bounds'"
VoxelData.file_format -> file_format: enum "'Format of the source data set to render'"
@@ -4502,64 +4569,7 @@ VoxelData.smoke_data_type -> smoke_data_type: enum "'Simulation value to be u
VoxelData.source_path -> source_path: string "'The external source data file to use'"
VoxelData.still -> use_still_frame: boolean "'Always render a still frame from the voxel data sequence'"
VoxelData.still_frame_number -> still_frame_number: int "'The frame number to always use'"
-VoxelDataTexture.image -> image: pointer "'NO DESCRIPTION'"
-VoxelDataTexture.image_user -> image_user: pointer, "'(read-only) Parameters defining which layer, pass and frame of the image is displayed'"
-VoxelDataTexture.voxeldata -> voxeldata: pointer, "'(read-only) The voxel data associated with this texture'"
-WaveModifier.cyclic -> use_cyclic: boolean "'Cyclic wave effect'"
-WaveModifier.damping_time -> damping_time: float "'NO DESCRIPTION'"
-WaveModifier.falloff_radius -> falloff_radius: float "'NO DESCRIPTION'"
-WaveModifier.height -> height: float "'NO DESCRIPTION'"
-WaveModifier.lifetime -> lifetime: float "'NO DESCRIPTION'"
-WaveModifier.narrowness -> narrowness: float "'NO DESCRIPTION'"
-WaveModifier.normals -> use_normal: boolean "'Displace along normal'"
-WaveModifier.speed -> speed: float "'NO DESCRIPTION'"
-WaveModifier.start_position_object -> start_position_object: pointer "'NO DESCRIPTION'"
-WaveModifier.start_position_x -> start_position_x: float "'NO DESCRIPTION'"
-WaveModifier.start_position_y -> start_position_y: float "'NO DESCRIPTION'"
-WaveModifier.texture -> texture: pointer "'Texture for modulating the wave'"
-WaveModifier.texture_coordinates -> texture_coordinates: enum "'Texture coordinates used for modulating input'"
-WaveModifier.texture_coordinates_object -> texture_coordinates_object: pointer "'NO DESCRIPTION'"
-WaveModifier.time_offset -> time_offset: float "'Either the starting frame (for positive speed) or ending frame (for negative speed.)'"
-WaveModifier.uv_layer -> uv_layer: string "'UV layer name'"
-WaveModifier.vertex_group -> vertex_group: string "'Vertex group name for modulating the wave'"
-WaveModifier.width -> width: float "'NO DESCRIPTION'"
-WaveModifier.x -> use_x: boolean "'X axis motion'"
-WaveModifier.x_normal -> use_normal_x: boolean "'Enable displacement along the X normal'"
-WaveModifier.y -> use_y: boolean "'Y axis motion'"
-WaveModifier.y_normal -> use_normal_y: boolean "'Enable displacement along the Y normal'"
-WaveModifier.z_normal -> use_normal_z: boolean "'Enable displacement along the Z normal'"
Window.screen -> screen: pointer "'Active screen showing in the window'"
-WindowManager.active_keyconfig -> active_keyconfig: pointer "'NO DESCRIPTION'"
-WindowManager.default_keyconfig -> default_keyconfig: pointer, "'(read-only)'"
-WindowManager.keyconfigs -> keyconfigs: collection, "'(read-only) Registered key configurations'"
-WindowManager.operators -> operators: collection, "'(read-only) Operator registry'"
-WindowManager.windows -> windows: collection, "'(read-only) Open windows'"
-WipeSequence.angle -> angle: float "'Edge angle'"
-WipeSequence.blur_width -> blur_width: float "'Width of the blur edge, in percentage relative to the image size'"
-WipeSequence.direction -> direction: enum "'Wipe direction'"
-WipeSequence.transition_type -> transition_type: enum "'NO DESCRIPTION'"
-WoodTexture.nabla -> nabla: float "'Size of derivative offset used for calculating normal'"
-WoodTexture.noise_basis -> noise_basis: enum "'Sets the noise basis used for turbulence'"
-WoodTexture.noise_size -> noise_size: float "'Sets scaling for noise input'"
-WoodTexture.noise_type -> noise_type: enum "'NO DESCRIPTION'"
-WoodTexture.noisebasis2 -> noisebasis2: enum "'NO DESCRIPTION'"
-WoodTexture.stype -> stype: enum "'NO DESCRIPTION'"
-WoodTexture.turbulence -> turbulence: float "'Sets the turbulence of the bandnoise and ringnoise types'"
-World.active_texture -> active_texture: pointer "'Active texture slot being displayed'"
-World.active_texture_index -> active_texture_index: int "'Index of active texture slot'"
-World.ambient_color -> ambient_color: float "'NO DESCRIPTION'"
-World.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
-World.blend_sky -> use_sky_blend: boolean "'Render background with natural progression from horizon to zenith'"
-World.exposure -> exposure: float "'Amount of exponential color correction for light'"
-World.horizon_color -> horizon_color: float "'Color at the horizon'"
-World.lighting -> lighting: pointer, "'(read-only) World lighting settings'"
-World.mist -> mist: pointer, "'(read-only) World mist settings'"
-World.paper_sky -> use_sky_paper: boolean "'Flatten blend or texture coordinates'"
-World.range -> range: float "'The color range that will be mapped to 0-1'"
-World.real_sky -> use_sky_real: boolean "'Render background with a real horizon, relative to the camera angle'"
-World.stars -> stars: pointer, "'(read-only) World stars settings'"
-World.texture_slots -> texture_slots: collection, "'(read-only) Texture slots defining the mapping and influence of textures'"
-World.zenith_color -> zenith_color: float "'Color at the zenith'"
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_mode -> ao_blend_type: enum "'Defines how AO mixes with material shading'"
WorldLighting.ao_factor -> ao_factor: float "'Factor for ambient occlusion blending'"
@@ -4593,13 +4603,3 @@ WorldStarsSettings.color_randomization -> color_randomization: float "'Random
WorldStarsSettings.min_distance -> distance_min: float "'Minimum distance to the camera for stars'"
WorldStarsSettings.size -> size: float "'Average screen dimension of stars'"
WorldStarsSettings.use_stars -> use_stars: boolean "'Enable starfield generation'"
-WorldTextureSlot.blend_factor -> blend_factor: float "'Amount texture affects color progression of the background'"
-WorldTextureSlot.horizon_factor -> horizon_factor: float "'Amount texture affects color of the horizon'"
-WorldTextureSlot.map_blend -> use_map_blend: boolean "'Affect the color progression of the background'"
-WorldTextureSlot.map_horizon -> use_map_horizon: boolean "'Affect the color of the horizon'"
-WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean "'Affect the color of the zenith below'"
-WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean "'Affect the color of the zenith above'"
-WorldTextureSlot.object -> object: pointer "'Object to use for mapping with Object texture coordinates'"
-WorldTextureSlot.texture_coordinates -> texture_coordinates: enum "'Texture coordinates used to map the texture onto the background'"
-WorldTextureSlot.zenith_down_factor -> zenith_down_factor: float "'Amount texture affects color of the zenith below'"
-WorldTextureSlot.zenith_up_factor -> zenith_up_factor: float "'Amount texture affects color of the zenith above'"