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authorCampbell Barton <ideasman42@gmail.com>2010-06-30 01:23:28 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-06-30 01:23:28 +0400
commitc0bb3303f48986fc4e1853af6c766023fbe61dfd (patch)
tree5a1c328424d283bd4d719ac2e6d683971bbdca07 /source/blender/makesrna/rna_cleanup
parente7d78649cbe6c2b348095baf343a4bc2e890fdce (diff)
move edits from rna_api_cleanup.txt into rna_booleans.txt which can be parsed.
Diffstat (limited to 'source/blender/makesrna/rna_cleanup')
-rw-r--r--source/blender/makesrna/rna_cleanup/rna_api_cleanup.txt1704
-rw-r--r--source/blender/makesrna/rna_cleanup/rna_booleans.txt363
2 files changed, 181 insertions, 1886 deletions
diff --git a/source/blender/makesrna/rna_cleanup/rna_api_cleanup.txt b/source/blender/makesrna/rna_cleanup/rna_api_cleanup.txt
deleted file mode 100644
index 83f16e37f0b..00000000000
--- a/source/blender/makesrna/rna_cleanup/rna_api_cleanup.txt
+++ /dev/null
@@ -1,1704 +0,0 @@
-# non booleans, (much todo)
-ParticleSettings.child_nbr -> child_display_percent
-ParticleSettings.rendered_child_nbr -> child_render_percent
-ParticleSettings.child_random_size -> child_size_random
-ParticleSettings.clumppow -> clump_power
-ParticleSettings.enable_simplify -> use_simplify
-ParticleSettings.rand_group -> use_group_random
-ParticleSettings.ren_as -> render_type
-ParticleSettings.sizemass -> use_size_mass
-ParticleSettings.unborn -> use_unborn
-ParticleSettings.viewport -> use_simplify_viewport
-BuildModifier.randomize -> use_random
-Camera.panorama -> use_panorama
-
-# booleans
-ActionActuator.continue_last_frame -> continue_last_frame
-ActionGroup.expanded -> show_expanded
-ActionGroup.locked -> lock
-ActionGroup.selected -> select
-Actuator.expanded -> show_expanded
-AnimData.nla_enabled -> use_nla
-AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight
-AnimVizMotionPaths.search_all_action_keyframes -> use_keyframe_action_all
-AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers
-AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers
-AnimVizOnionSkinning.only_selected -> show_only_selected
-Area.show_menus -> show_menus
-AreaLamp.dither -> use_dither
-AreaLamp.jitter -> use_jitter
-AreaLamp.only_shadow -> use_only_shadow
-AreaLamp.shadow_layer -> use_only_shadow_layer
-AreaLamp.umbra -> use_umbra
-Armature.auto_ik -> use_auto_ik
-Armature.deform_bbone_rest -> use_deform_b_bone_rest
-Armature.deform_envelope -> use_deform_envelope
-Armature.deform_quaternion -> use_deform_quaternion
-Armature.deform_vertexgroups -> use_deform_vertexgroups
-Armature.delay_deform -> use_deform_delay
-Armature.draw_axes -> show_axes
-Armature.draw_custom_bone_shapes -> show_bone_custom
-Armature.draw_group_colors -> show_group_colors
-Armature.draw_names -> show_names
-Armature.ghost_only_selected -> show_only_ghost_selected
-Armature.layer -> layer
-Armature.layer_protection -> layer_protect
-Armature.x_axis_mirror -> use_mirror_x
-ArmatureModifier.b_bone_rest -> use_b_bone_rest
-ArmatureModifier.invert -> use_vertex_group_invert
-ArmatureModifier.multi_modifier -> use_multi_modifier
-ArmatureModifier.quaternion -> use_preserve_volume
-ArmatureModifier.use_bone_envelopes -> use_bone_envelopes
-ArmatureModifier.use_vertex_groups -> use_vertex_groups
-ArrayModifier.add_offset_object -> use_object_offset
-ArrayModifier.constant_offset -> use_constant_offset
-ArrayModifier.merge_adjacent_vertices -> use_merge_vertex
-ArrayModifier.merge_end_vertices -> use_merge_vertex_end
-ArrayModifier.relative_offset -> use_relative_offset
-BackgroundImage.show_expanded -> show_expanded
-BevelModifier.only_vertices -> use_only_vertex
-BezierSplinePoint.hidden -> hide
-BezierSplinePoint.selected_control_point -> select_control_point
-BezierSplinePoint.selected_handle1 -> select_left_handle
-BezierSplinePoint.selected_handle2 -> select_right_handle
-BoidRule.in_air -> use_in_air
-BoidRule.on_land -> use_on_land
-BoidRuleAvoid.predict -> use_predict
-BoidRuleAvoidCollision.boids -> use_avoid
-BoidRuleAvoidCollision.deflectors -> use_deflect
-BoidRuleFollowLeader.line -> use_line
-BoidRuleGoal.predict -> use_predict
-BoidSettings.allow_climb -> use_climb
-BoidSettings.allow_flight -> use_flight
-BoidSettings.allow_land -> use_land
-Bone.connected -> use_connect
-Bone.cyclic_offset -> use_cyclic_offset
-Bone.deform -> use_deform
-Bone.draw_wire -> show_wire
-Bone.hidden -> hide
-Bone.hinge -> use_hinge
-Bone.inherit_scale -> use_inherit_scale
-Bone.layer -> layer
-Bone.local_location -> use_local_location
-Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply
-* Bone.restrict_select -> restrict_select
-Bone.selected -> select
-BooleanProperty.default -> default
-BooleanProperty.default_array -> default_array
-Brush.use_accumulate -> use_accumulate
-Brush.use_airbrush -> use_airbrush
-Brush.use_alpha -> use_alpha
-Brush.use_anchor -> use_anchor
-Brush.use_jitter_pressure -> use_jitter_pressure
-Brush.use_persistent -> use_persistent
-Brush.use_rake -> use_rake
-Brush.use_size_pressure -> use_size_pressure
-Brush.use_smooth_stroke -> use_smooth_stroke
-Brush.use_space -> use_space
-Brush.use_spacing_pressure -> use_spacing_pressure
-Brush.use_strength_pressure -> use_strength_pressure
-Brush.use_wrap -> use_wrap
-BuildModifier.randomize -> use_random
-Camera.panorama -> use_panorama
-Camera.show_limits -> show_limits
-Camera.show_mist -> show_mist
-Camera.show_name -> show_name
-Camera.show_passepartout -> show_passepartout
-Camera.show_title_safe -> show_title_safe
-CastModifier.from_radius -> use_radius_as_size
-CastModifier.use_transform -> use_transform
-CastModifier.x -> use_x
-CastModifier.y -> use_y
-CastModifier.z -> use_z
-ChildOfConstraint.use_location_x -> use_location_x
-ChildOfConstraint.use_location_y -> use_location_y
-ChildOfConstraint.use_location_z -> use_location_z
-ChildOfConstraint.use_rotation_x -> use_rotation_x
-ChildOfConstraint.use_rotation_y -> use_rotation_y
-ChildOfConstraint.use_rotation_z -> use_rotation_z
-ChildOfConstraint.use_scale_x -> use_scale_x
-ChildOfConstraint.use_scale_y -> use_scale_y
-ChildOfConstraint.use_scale_z -> use_scale_z
-ClampToConstraint.cyclic -> use_cyclic
-ClothCollisionSettings.enable_collision -> use_collision
-ClothCollisionSettings.enable_self_collision -> use_self_collision
-ClothSettings.pin_cloth -> use_pin_cloth
-ClothSettings.stiffness_scaling -> use_stiffness_scale
-* CollisionSensor.collision_type -> collision_type
-CollisionSensor.pulse -> use_pulse
-CollisionSettings.enabled -> use_collision
-CollisionSettings.kill_particles -> use_particle_kill
-CompositorNodeAlphaOver.convert_premul -> use_convert_premultiply
-CompositorNodeBlur.bokeh -> use_bokeh
-CompositorNodeBlur.gamma -> use_gamma_correct
-CompositorNodeBlur.relative -> use_relative
-CompositorNodeColorSpill.unspill -> use_unspill
-CompositorNodeCrop.crop_size -> use_crop_size
-CompositorNodeDBlur.wrap -> use_wrap
-CompositorNodeDefocus.gamma_correction -> use_gamma_correct
-CompositorNodeDefocus.preview -> use_preview
-CompositorNodeDefocus.use_zbuffer -> use_zbuffer
-CompositorNodeGlare.rotate_45 -> use_rotate_45
-CompositorNodeImage.auto_refresh -> use_auto_refresh
-CompositorNodeImage.cyclic -> use_cyclic
-CompositorNodeInvert.alpha -> use_alpha
-CompositorNodeInvert.rgb -> invert_rgb
-CompositorNodeLensdist.fit -> use_fit
-CompositorNodeLensdist.jitter -> use_jitter
-CompositorNodeLensdist.projector -> use_projector
-CompositorNodeMapValue.use_max -> use_max
-CompositorNodeMapValue.use_min -> use_min
-CompositorNodeMixRGB.alpha -> use_alpha
-CompositorNodeOutputFile.exr_half -> use_exr_half
-CompositorNodeVecBlur.curved -> use_curve
-* Constraint.active -> active
-Constraint.disabled -> is_valid
-Constraint.expanded -> show_expanded
-Constraint.proxy_local -> is_proxy_local
-ConstraintActuator.detect_material -> use_material_detect
-ConstraintActuator.fh_normal -> use_fh_normal
-ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis
-ConstraintActuator.force_distance -> use_force_distance
-ConstraintActuator.local -> use_local
-ConstraintActuator.normal -> use_normal
-ConstraintActuator.persistent -> use_persistent
-ControlFluidSettings.active -> active
-ControlFluidSettings.reverse_frames -> use_frame_reverse
-Controller.expanded -> show_expanded
-Controller.priority -> use_priority
-Controller.state -> state
-CopyLocationConstraint.invert_x -> invert_x
-CopyLocationConstraint.invert_y -> invert_y
-CopyLocationConstraint.invert_z -> invert_z
-CopyLocationConstraint.use_offset -> use_offset
-CopyLocationConstraint.use_x -> use_x
-CopyLocationConstraint.use_y -> use_y
-CopyLocationConstraint.use_z -> use_z
-CopyRotationConstraint.invert_x -> invert_x
-CopyRotationConstraint.invert_y -> invert_y
-CopyRotationConstraint.invert_z -> invert_z
-CopyRotationConstraint.use_offset -> use_offset
-CopyRotationConstraint.use_x -> use_x
-CopyRotationConstraint.use_y -> use_y
-CopyRotationConstraint.use_z -> use_z
-CopyScaleConstraint.use_offset -> use_offset
-CopyScaleConstraint.use_x -> use_x
-CopyScaleConstraint.use_y -> use_y
-CopyScaleConstraint.use_z -> use_z
-Curve.auto_texspace -> use_auto_texspace
-Curve.back -> use_fill_back
-Curve.draw_handles -> show_handles
-Curve.draw_normals -> show_normals
-Curve.front -> use_fill_front
-Curve.map_along_length -> use_texture_map_length
-Curve.use_deform_fill -> use_fill_deform
-Curve.use_path -> use_path
-Curve.use_path_follow -> use_path_follow
-Curve.use_radius -> use_radius
-Curve.use_stretch -> use_stretch
-Curve.use_time_offset -> use_time_offset
-CurveMapPoint.selected -> select
-CurveMapping.clip -> use_clip
-DelaySensor.repeat -> use_repeat
-DomainFluidSettings.generate_speed_vectors -> use_speed_vectors
-DomainFluidSettings.override_time -> use_time_override
-DomainFluidSettings.reverse_frames -> use_frame_reverse
-*negate* DopeSheet.collapse_summary -> show_expanded_summary
-DopeSheet.display_armature -> show_armature
-DopeSheet.display_camera -> show_camera
-DopeSheet.display_curve -> show_curve
-DopeSheet.display_lamp -> show_lamp
-DopeSheet.display_material -> show_material
-DopeSheet.display_mesh -> show_mesh
-DopeSheet.display_metaball -> show_metaball
-DopeSheet.display_node -> show_node
-DopeSheet.display_particle -> show_particle
-DopeSheet.display_scene -> show_scene
-DopeSheet.display_shapekeys -> show_shapekeys
-DopeSheet.display_summary -> show_summary
-DopeSheet.display_texture -> show_texture
-DopeSheet.display_transforms -> show_transforms
-DopeSheet.display_world -> show_world
-DopeSheet.include_missing_nla -> show_missing_nla
-DopeSheet.only_group_objects -> show_only_group_objects
-DopeSheet.only_selected -> show_only_selected
-Driver.invalid -> is_valid
-Driver.show_debug_info -> show_debug_info
-DriverTarget.use_local_space_transforms -> use_local_space_transform
-EdgeSplitModifier.use_edge_angle -> use_edge_angle
-EdgeSplitModifier.use_sharp -> use_edge_sharp
-EditBone.connected -> is_connected
-EditBone.cyclic_offset -> use_cyclic_offset
-EditBone.deform -> use_deform
-EditBone.draw_wire -> show_wire
-EditBone.hidden -> hide
-EditBone.hinge -> use_hinge
-EditBone.inherit_scale -> use_inherit_scale
-EditBone.layer -> layer
-EditBone.local_location -> use_local_location
-EditBone.locked -> lock
-EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply
-EditBone.restrict_select -> restrict_select
-EditBone.selected -> select
-EditBone.selected_head -> select_head
-EditBone.selected_tail -> select_tail
-EditObjectActuator.enable_3d_tracking -> use_track_3d
-EditObjectActuator.local_angular_velocity -> use_local_angular_velocity
-EditObjectActuator.local_linear_velocity -> use_local_linear_velocity
-EditObjectActuator.replace_display_mesh -> use_display_mesh
-EditObjectActuator.replace_physics_mesh -> use_physics_mesh
-EffectSequence.convert_float -> use_float
-EffectSequence.de_interlace -> use_deinterlace
-EffectSequence.flip_x -> use_flip_x
-EffectSequence.flip_y -> use_flip_y
-EffectSequence.premultiply -> use_premultiply
-EffectSequence.proxy_custom_directory -> use_proxy_custom_directory
-EffectSequence.proxy_custom_file -> use_proxy_custom_file
-EffectSequence.reverse_frames -> use_frame_reverse
-EffectSequence.use_color_balance -> use_color_balance
-EffectSequence.use_crop -> use_crop
-EffectSequence.use_proxy -> use_proxy
-EffectSequence.use_translation -> use_translation
-EffectorWeights.do_growing_hair -> use_hair_grow
-EnvironmentMap.ignore_layers -> layer_ignore
-EnvironmentMapTexture.use_filter_size_min -> filter_size_min
-EnvironmentMapTexture.mipmap -> use_mipmap
-EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss
-Event.alt -> alt
-Event.ctrl -> ctrl
-Event.oskey -> oskey
-Event.shift -> shift
-ExplodeModifier.alive -> show_alive
-ExplodeModifier.dead -> show_dead
-ExplodeModifier.size -> use_size
-ExplodeModifier.split_edges -> use_edge_split
-ExplodeModifier.unborn -> show_unborn
-FCurve.auto_clamped_handles -> use_auto_handle_clamp
-*negate* FCurve.disabled -> enabled
-FCurve.locked -> lock
-FCurve.muted -> use_mute
-FCurve.selected -> select
-*negate* FCurve.visible -> hide
-FCurveSample.selected -> select
-FModifier.active -> active
-*negate* FModifier.disabled -> enabled
-FModifier.expanded -> show_expanded
-FModifier.muted -> use_mute
-FModifierFunctionGenerator.additive -> use_additive
-FModifierGenerator.additive -> use_additive
-FModifierLimits.use_maximum_x -> use_x_max
-FModifierLimits.use_maximum_y -> use_y_max
-FModifierLimits.use_minimum_x -> use_x_min
-FModifierLimits.use_minimum_y -> use_y_min
-FModifierStepped.use_frame_end -> use_frame_end
-FModifierStepped.use_frame_start -> use_frame_start
-FcurveActuator.add -> use_additive
-FcurveActuator.child -> use_child
-FcurveActuator.force -> use_force
-FcurveActuator.local -> use_local
-FieldSettings.do_absorption -> use_absorption
-FieldSettings.do_location -> use_location
-FieldSettings.do_rotation -> use_rotation
-FieldSettings.force_2d -> use_force_2d
-FieldSettings.global_coordinates -> use_coordinates_global
-FieldSettings.guide_path_add -> use_guide_path_add
-FieldSettings.multiple_springs -> use_multiple_springs
-FieldSettings.root_coordinates -> use_coordinates_root
-FieldSettings.use_coordinates -> use_coordinates_object
-FieldSettings.use_guide_path_weight -> use_guide_path_weight
-FieldSettings.use_max_distance -> use_distance_min
-FieldSettings.use_min_distance -> use_distance_max
-FieldSettings.use_radial_max -> use_radial_max
-FieldSettings.use_radial_min -> use_radial_min
-FileSelectParams.do_filter -> use_filter
-FileSelectParams.filter_blender -> use_filter_blender
-FileSelectParams.filter_folder -> use_filter_folder
-FileSelectParams.filter_font -> use_filter_font
-FileSelectParams.filter_image -> use_filter_image
-FileSelectParams.filter_movie -> use_filter_movie
-FileSelectParams.filter_script -> use_filter_script
-FileSelectParams.filter_sound -> use_filter_sound
-FileSelectParams.filter_text -> use_filter_text
-FileSelectParams.hide_dot -> show_hidden
-Filter2DActuator.enable_motion_blur -> use_motion_blur
-FloorConstraint.sticky -> use_sticky
-FloorConstraint.use_rotation -> use_rotation
-FluidFluidSettings.active -> active
-FluidFluidSettings.export_animated_mesh -> use_animated_mesh
-FollowPathConstraint.use_curve_follow -> use_curve_follow
-FollowPathConstraint.use_curve_radius -> use_curve_radius
-FollowPathConstraint.use_fixed_position -> use_fixed_location
-Function.registered -> registered
-Function.registered_optional -> registered_optional
-GPencilFrame.paint_lock -> lock_paint
-GPencilFrame.selected -> select
-GPencilLayer.active -> active
-GPencilLayer.frame_lock -> lock_frame
-GPencilLayer.hide -> hide
-GPencilLayer.locked -> lock
-GPencilLayer.selected -> select
-GPencilLayer.show_points -> show_points
-GPencilLayer.use_onion_skinning -> use_onion_skin
-GameBooleanProperty.value -> value
-GameObjectSettings.actor -> use_actor
-GameObjectSettings.all_states -> states_all
-GameObjectSettings.anisotropic_friction -> use_anisotropic_friction
-GameObjectSettings.collision_compound -> use_collision_compound
-GameObjectSettings.debug_state -> show_state_debug
-GameObjectSettings.ghost -> use_ghost
-GameObjectSettings.initial_state -> initial_state
-GameObjectSettings.lock_x_axis -> lock_location_x
-GameObjectSettings.lock_x_rot_axis -> lock_rotation_x
-GameObjectSettings.lock_y_axis -> lock_location_y
-GameObjectSettings.lock_y_rot_axis -> lock_rotation_y
-GameObjectSettings.lock_z_axis -> lock_location_z
-GameObjectSettings.lock_z_rot_axis -> lock_rotation_z
-GameObjectSettings.material_physics -> use_material_physics
-*negate* GameObjectSettings.no_sleeping -> use_sleep
-GameObjectSettings.rotate_from_normal -> use_rotate_from_normal
-GameObjectSettings.show_actuators -> show_actuators
-GameObjectSettings.show_controllers -> show_controllers
-GameObjectSettings.show_sensors -> show_sensors
-GameObjectSettings.show_state_panel -> show_state_panel
-GameObjectSettings.use_activity_culling -> use_activity_culling
-GameObjectSettings.use_collision_bounds -> use_collision_bounds
-GameObjectSettings.used_state -> state_used
-GameObjectSettings.visible_state -> state_visible
-GameProperty.debug -> use_debug
-GameSoftBodySettings.bending_const -> use_bending_constraint
-GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody
-GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody
-GameSoftBodySettings.shape_match -> use_shape_match
-GlowSequence.only_boost -> use_only_boost
-GreasePencil.use_stroke_endpoints -> use_stroke_endpoints
-Group.layer -> layer
-ID.fake_user -> use_fake_user
-ID.tag -> tag
-Image.animated -> use_snimation
-Image.clamp_x -> use_clamp_x
-Image.clamp_y -> use_clamp_y
-Image.dirty -> is_dirty
-Image.fields -> use_fields
-Image.has_data -> is_data
-Image.premultiply -> use_premultiply
-Image.tiles -> use_tiles
-ImagePaint.invert_stencil -> invert_stencil
-ImagePaint.show_brush -> show_brush
-ImagePaint.show_brush_draw -> show_brush_draw
-ImagePaint.use_backface_cull -> use_backface_cull
-ImagePaint.use_clone_layer -> use_clone_layer
-ImagePaint.use_normal_falloff -> use_normal_falloff
-ImagePaint.use_occlude -> use_occlude
-ImagePaint.use_projection -> use_projection
-ImagePaint.use_stencil_layer -> use_stencil_layer
-ImageSequence.convert_float -> use_float
-ImageSequence.de_interlace -> use_deinterlace
-ImageSequence.flip_x -> use_flip_x
-ImageSequence.flip_y -> use_flip_y
-ImageSequence.premultiply -> use_premultiply
-ImageSequence.proxy_custom_directory -> use_proxy_custom_directory
-ImageSequence.proxy_custom_file -> use_proxy_custom_file
-ImageSequence.reverse_frames -> use_frame_reverse
-ImageSequence.use_color_balance -> use_color_balance
-ImageSequence.use_crop -> use_crop
-ImageSequence.use_proxy -> use_proxy
-ImageSequence.use_translation -> use_translation
-ImageTexture.calculate_alpha -> use_rgb_alpha
-ImageTexture.checker_even -> use_checker_even
-ImageTexture.checker_odd -> use_checker_odd
-ImageTexture.filter_size_minimum -> use_filter_size_min
-ImageTexture.flip_axis -> use_flip_axis
-
-
-ImageTexture.interpolation -> use_interpolation
-ImageTexture.invert_alpha -> invert_alpha
-ImageTexture.mipmap -> use_mipmap
-ImageTexture.mipmap_gauss -> use_mipmap_gauss
-ImageTexture.mirror_x -> use_mirror_x
-ImageTexture.mirror_y -> use_mirror_y
-ImageTexture.normal_map -> use_normal_map
-ImageTexture.use_alpha -> use_use_alpha
-ImageUser.auto_refresh -> use_auto_refresh
-ImageUser.cyclic -> use_cyclic
-* would use is_ * InflowFluidSettings.active -> active
-InflowFluidSettings.export_animated_mesh -> use_export_animated_mesh
-InflowFluidSettings.local_coordinates -> use_local_coordinates
-Itasc.auto_step -> use_auto_step
-
-
-JoystickSensor.all_events -> use_all_events
-
-
-Key.relative -> use_relative
-* would use is_ * KeyConfig.user_defined -> user_defined
-KeyMap.children_expanded -> show_expanded_children
-KeyMap.items_expanded -> show_expanded_items
-* would use is_ * KeyMap.modal -> modal
-KeyMap.user_defined -> use_user_defined
-KeyMapItem.active -> active
-* would use is_pressed * KeyMapItem.alt -> alt
-* would use is_pressed * KeyMapItem.any -> any
-* would use is_pressed * KeyMapItem.ctrl -> ctrl
-KeyMapItem.expanded -> show_expanded
-* would use is_pressed * KeyMapItem.oskey -> oskey
-* would use is_pressed * KeyMapItem.shift -> shift
-
-
-* KeyboardSensor.all_keys -> all_keys
-
-
-* would use is_ * Keyframe.selected -> select
-* would use is_ * Keyframe.selected_handle1 -> select_left_handle
-* would use is_ * Keyframe.selected_handle2 -> select_right_handle
-
-
-KeyingSet.absolute -> use_absolute
-KeyingSet.insertkey_needed -> use_insertkey_needed
-KeyingSet.insertkey_visual -> use_insertkey_visual
-KeyingSet.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb
-
-
-KeyingSetInfo.insertkey_needed -> use_insertkey_needed
-KeyingSetInfo.insertkey_visual -> use_insertkey_visual
-KeyingSetInfo.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb
-
-
-KeyingSetPath.entire_array -> use_entire_array
-KeyingSetPath.insertkey_needed -> use_insertkey_needed
-KeyingSetPath.insertkey_visual -> use_insertkey_visual
-KeyingSetPath.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb
-
-
-KinematicConstraint.pos_lock_x -> lock_location_x
-KinematicConstraint.pos_lock_y -> lock_location_y
-KinematicConstraint.pos_lock_z -> lock_location_z
-KinematicConstraint.rot_lock_x -> lock_rotation_x
-KinematicConstraint.rot_lock_y -> lock_rotation_y
-KinematicConstraint.rot_lock_z -> lock_rotation_z
-KinematicConstraint.use_position -> use_location
-KinematicConstraint.use_rotation -> use_rotation
-KinematicConstraint.use_stretch -> use_stretch
-KinematicConstraint.use_tail -> use_tail
-KinematicConstraint.use_target -> use_target
-
-
-Lamp.diffuse -> use_diffuse
-Lamp.layer -> use_own_layer
-Lamp.negative -> use_negative
-Lamp.specular -> use_specular
-LampSkySettings.use_atmosphere -> use_atmosphere
-LampSkySettings.use_sky -> use_sky
-LampTextureSlot.map_color -> use_map_color
-LampTextureSlot.map_shadow -> use_map_shadow
-Lattice.outside -> use_outside
-LimitLocationConstraint.limit_transform -> limit_transform
-LimitLocationConstraint.use_maximum_x -> use_x_max
-LimitLocationConstraint.use_maximum_y -> use_y_max
-LimitLocationConstraint.use_maximum_z -> use_z_max
-LimitLocationConstraint.use_minimum_x -> use_x_min
-LimitLocationConstraint.use_minimum_y -> use_y_min
-LimitLocationConstraint.use_minimum_z -> use_z_min
-LimitRotationConstraint.limit_transform -> limit_transform
-LimitRotationConstraint.use_limit_x -> use_x_limit
-LimitRotationConstraint.use_limit_y -> use_y_limit
-LimitRotationConstraint.use_limit_z -> use_z_limit
-LimitScaleConstraint.limit_transform -> limit_transform
-LimitScaleConstraint.use_maximum_x -> use_x_max
-LimitScaleConstraint.use_maximum_y -> use_y_max
-LimitScaleConstraint.use_maximum_z -> use_z_max
-LimitScaleConstraint.use_minimum_x -> use_x_min
-LimitScaleConstraint.use_minimum_y -> use_y_min
-LimitScaleConstraint.use_minimum_z -> use_z_min
-
-
-Main.debug -> show_debug
-Main.file_is_saved -> is_saved
-
-
-* MaskModifier.invert -> invert
-
-
-Material.cast_approximate -> use_cast_approximate
-Material.cast_buffer_shadows -> use_cast_buffer_shadows
-Material.cast_shadows_only -> use_cast_shadows_only
-Material.cubic -> use_cubic
-Material.exclude_mist -> use_exclude_mist
-Material.face_texture -> use_face_texture
-Material.face_texture_alpha -> use_face_texture_alpha
-Material.full_oversampling -> use_full_oversampling
-Material.invert_z -> use_invert_z
-Material.light_group_exclusive -> use_light_group_exclusive
-Material.object_color -> use_object_color
-Material.only_shadow -> use_shadow_only
-Material.ray_shadow_bias -> use_ray_shadow_bias
-Material.receive_transparent_shadows -> use_receive_transparent_shadows
-Material.shadeless -> use_shadeless
-Material.shadows -> use_shadows
-Material.tangent_shading -> use_tangent_shading
-Material.traceable -> use_traceable
-Material.transparency -> use_transparency
-Material.use_diffuse_ramp -> use_diffuse_ramp
-Material.use_nodes -> use_nodes
-Material.use_sky -> use_sky
-Material.use_specular_ramp -> use_specular_ramp
-Material.use_textures -> use_textures
-Material.vertex_color_light -> use_vertex_color_light
-Material.vertex_color_paint -> use_vertex_color_paint
-
-
-MaterialHalo.flare_mode -> use_flare_mode
-MaterialHalo.lines -> use_lines
-MaterialHalo.ring -> use_ring
-MaterialHalo.shaded -> use_shaded
-MaterialHalo.soft -> use_soft
-MaterialHalo.star -> use_star
-MaterialHalo.texture -> use_texture
-MaterialHalo.vertex_normal -> use_vertex_normal
-MaterialHalo.xalpha -> use_xalpha
-
-
-MaterialPhysics.align_to_normal -> use_align_to_normal
-
-
-* MaterialRaytraceMirror.enabled -> enabled
-
-
-MaterialStrand.blender_units -> use_blender_units
-MaterialStrand.surface_diffuse -> use_surface_diffuse
-MaterialStrand.tangent_shading -> use_tangent_shading
-
-
-* MaterialSubsurfaceScattering.enabled -> enabled
-
-
-* MaterialTextureSlot.enabled -> enabled
-MaterialTextureSlot.from_dupli -> use_from_dupli
-MaterialTextureSlot.from_original -> use_from_original
-MaterialTextureSlot.map_alpha -> use_map_alpha
-MaterialTextureSlot.map_ambient -> use_map_ambient
-MaterialTextureSlot.map_colordiff -> use_map_colordiff
-MaterialTextureSlot.map_coloremission -> use_map_coloremission
-MaterialTextureSlot.map_colorreflection -> use_map_colorreflection
-MaterialTextureSlot.map_colorspec -> use_map_colorspec
-MaterialTextureSlot.map_colortransmission -> use_map_colortransmission
-MaterialTextureSlot.map_density -> use_map_density
-MaterialTextureSlot.map_diffuse -> use_map_diffuse
-MaterialTextureSlot.map_displacement -> use_map_displacement
-MaterialTextureSlot.map_emission -> use_map_emission
-MaterialTextureSlot.map_emit -> use_map_emit
-MaterialTextureSlot.map_hardness -> use_map_hardness
-MaterialTextureSlot.map_mirror -> use_map_mirror
-MaterialTextureSlot.map_normal -> use_map_normal
-MaterialTextureSlot.map_raymir -> use_map_raymir
-MaterialTextureSlot.map_reflection -> use_map_reflect
-MaterialTextureSlot.map_scattering -> use_map_scatter
-MaterialTextureSlot.map_specular -> use_map_specular
-MaterialTextureSlot.map_translucency -> use_map_translucency
-MaterialTextureSlot.map_warp -> use_map_warp
-MaterialTextureSlot.new_bump -> use_new_bump
-
-
-MaterialVolume.external_shadows -> use_external_shadows
-MaterialVolume.light_cache -> use_light_cache
-
-
-Mesh.all_edges -> show_all_edges
-Mesh.auto_texspace -> use_auto_texspace
-Mesh.autosmooth -> use_autosmooth
-Mesh.double_sided -> use_double_sided
-Mesh.draw_bevel_weights -> show_bevel_weights
-Mesh.draw_creases -> show_creases
-Mesh.draw_edge_angle -> show_edge_angle
-Mesh.draw_edge_lenght -> show_edge_lenght
-Mesh.draw_edges -> show_edges
-Mesh.draw_face_area -> show_face_area
-Mesh.draw_faces -> show_faces
-Mesh.draw_normals -> show_normals
-Mesh.draw_seams -> show_seams
-Mesh.draw_sharp -> show_sharp
-Mesh.draw_vertex_normals -> show_vertex_normals
-Mesh.use_mirror_topology -> use_mirror_topology
-Mesh.use_mirror_x -> use_mirror_x
-Mesh.use_paint_mask -> use_paint_mask
-Mesh.vertex_normal_flip -> use_vertex_normal_flip
-
-
-MeshColorLayer.active -> active
-MeshColorLayer.active_render -> active_render
-
-
-MeshDeformModifier.dynamic -> dynamic
-MeshDeformModifier.invert -> invert
-MeshDeformModifier.is_bound -> is_bound
-
-
-MeshEdge.fgon -> is_fgon
-* MeshEdge.hidden -> hide
-MeshEdge.loose -> use_loose
-MeshEdge.seam -> use_seam
-* MeshEdge.selected -> select
-MeshEdge.sharp -> use_sharp
-
-
-* would use is_ * MeshFace.hidden -> hide
-* would use is_ * MeshFace.selected -> select
-* would use is_ * MeshFace.smooth -> smooth
-
-
-MeshTextureFace.alpha_sort -> use_alpha_sort
-MeshTextureFace.billboard -> use_billboard
-MeshTextureFace.collision -> use_collision
-MeshTextureFace.halo -> use_halo
-* would use is_ * MeshTextureFace.invisible -> invisible
-MeshTextureFace.light -> use_light
-MeshTextureFace.object_color -> use_object_color
-MeshTextureFace.shadow -> use_shadow_face
-MeshTextureFace.shared -> use_blend_shared
-MeshTextureFace.tex -> use_render_texture
-MeshTextureFace.text -> use_bitmap_text
-MeshTextureFace.twoside -> use_twoside
-MeshTextureFace.uv_pinned -> uv_pin
-MeshTextureFace.uv_selected -> uv_select
-* MeshTextureFaceLayer.active -> active
-* MeshTextureFaceLayer.active_clone -> active_clone
-* MeshTextureFaceLayer.active_render -> active_render
-
-
-* MeshVertex.hidden -> hide
-* would use is_ * MeshVertex.selected -> select
-
-
-MetaBall.auto_texspace -> use_auto_texspace
-
-
-* MetaElement.hide -> hide
-* would use is_ * MetaElement.negative -> negative
-
-
-MetaSequence.convert_float -> use_convert_float
-MetaSequence.de_interlace -> use_deinterlace
-MetaSequence.flip_x -> use_flip_x
-MetaSequence.flip_y -> use_flip_y
-MetaSequence.premultiply -> use_convert_premultiply
-MetaSequence.proxy_custom_directory -> use_proxy_custom_directory
-MetaSequence.proxy_custom_file -> use_proxy_custom_file
-MetaSequence.reverse_frames -> use_reverse_frames
-MetaSequence.use_color_balance -> use_color_balance
-MetaSequence.use_crop -> use_crop
-MetaSequence.use_proxy -> use_proxy
-MetaSequence.use_translation -> use_translation
-
-
-MirrorModifier.clip -> use_clipping
-MirrorModifier.mirror_u -> use_mirror_u
-MirrorModifier.mirror_v -> use_mirror_v
-MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups
-MirrorModifier.x -> use_x
-MirrorModifier.y -> use_y
-MirrorModifier.z -> use_z
-
-
-Modifier.editmode -> use_in_editmode
-Modifier.expanded -> show_expanded
-Modifier.on_cage -> use_on_cage
-Modifier.realtime -> show_realtime
-Modifier.render -> use_render
-
-
-* MotionPath.editing -> editing
-* MotionPath.use_bone_head -> use_bone_head
-* would use is_ * MotionPathVert.selected -> select
-
-
-MovieSequence.convert_float -> use_convert_float
-MovieSequence.de_interlace -> use_deinterlace
-MovieSequence.flip_x -> use_flip_x
-MovieSequence.flip_y -> use_flip_y
-MovieSequence.premultiply -> use_convert_premultiply
-MovieSequence.proxy_custom_directory -> use_proxy_custom_directory
-MovieSequence.proxy_custom_file -> use_proxy_custom_file
-* MovieSequence.reverse_frames -> use_reverse_frames
-MovieSequence.use_color_balance -> use_color_balance
-MovieSequence.use_crop -> use_crop
-MovieSequence.use_proxy -> use_proxy
-MovieSequence.use_translation -> use_translation
-
-
-MulticamSequence.convert_float -> use_convert_float
-MulticamSequence.de_interlace -> use_deinterlace
-MulticamSequence.flip_x -> use_flip_x
-MulticamSequence.flip_y -> use_flip_y
-MulticamSequence.premultiply -> use_convert_premultiply
-MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory
-MulticamSequence.proxy_custom_file -> use_proxy_custom_file
-* MulticamSequence.reverse_frames -> use_reverse_frames
-MulticamSequence.use_color_balance -> use_color_balance
-MulticamSequence.use_crop -> use_crop
-MulticamSequence.use_proxy -> use_proxy
-MulticamSequence.use_translation -> use_translation
-
-
-MultiresModifier.external -> use_external
-MultiresModifier.optimal_display -> show_optimal
-
-
-
-
-
-
-NetRenderSettings.master_broadcast -> use_master_broadcast
-NetRenderSettings.master_clear -> use_master_clear
-NetRenderSettings.slave_clear -> use_slave_clear
-NetRenderSettings.slave_outputlog -> use_slave_outputlog
-NetRenderSettings.slave_thumb -> use_slave_thumb
-
-
-* I'd use is_ * NlaStrip.active -> active
-NlaStrip.animated_influence -> use_animated_influence
-NlaStrip.animated_time -> use_animated_time
-NlaStrip.animated_time_cyclic -> use_animated_time_cyclic
-NlaStrip.auto_blending -> use_auto_blend
-* I'd use is_ * NlaStrip.muted -> muted
-* I'd use is_ * NlaStrip.reversed -> reversed
-* I'd use is_ * NlaStrip.selected -> select
-
-
-* I'd use is_ * NlaTrack.active -> active
-* I'd use is_ * NlaTrack.locked -> lock
-* I'd use is_ * NlaTrack.muted -> muted
-* I'd use is_ * NlaTrack.selected -> select
-NlaTrack.solo -> is_solo
-
-
-Object.draw_axis -> show_axis
-Object.draw_bounds -> show_bounds
-Object.draw_name -> show_name
-Object.draw_texture_space -> show_texture_space
-Object.draw_transparent -> show_transparent
-Object.draw_wire -> show_wire
-* Object.duplis_used -> is_duplis_used
-* Object.layers -> layers
-Object.lock_location -> lock_location
-Object.lock_rotation -> lock_rotation
-Object.lock_rotation_w -> lock_rotation_w
-Object.lock_rotations_4d -> lock_rotations_4d
-Object.lock_scale -> lock_scale
-* Object.restrict_render -> use_limit_render
-* Object.restrict_select -> use_limit_select
-* Object.restrict_view -> use_limit_view
-* Object.selected -> select
-Object.shape_key_edit_mode -> use_shape_key_edit_mode
-Object.shape_key_lock -> show_shape_key
-Object.slow_parent -> use_slow_parent
-Object.time_offset_add_parent -> use_time_offset_add_parent
-Object.time_offset_edit -> use_time_offset_edit
-Object.time_offset_parent -> use_time_offset_parent
-Object.time_offset_particle -> use_time_offset_particle
-Object.use_dupli_faces_scale -> use_dupli_faces_scale
-Object.use_dupli_frames_speed -> use_dupli_frames_speed
-Object.use_dupli_verts_rotation -> use_dupli_verts_rotation
-Object.x_ray -> show_x_ray
-
-
-* ObjectActuator.add_linear_velocity -> add_linear_velocity
-ObjectActuator.local_angular_velocity -> use_local_angular_velocity
-ObjectActuator.local_force -> use_local_force
-ObjectActuator.local_linear_velocity -> use_local_linear_velocity
-ObjectActuator.local_location -> use_local_location
-ObjectActuator.local_rotation -> use_local_rotation
-ObjectActuator.local_torque -> use_local_torque
-* ObjectActuator.servo_limit_x -> use_limit_servo_x
-* ObjectActuator.servo_limit_y -> use_limit_servo_y
-* ObjectActuator.servo_limit_z -> use_limit_servo_z
-
-
-* ObjectBase.layers -> layers
-* ObjectBase.selected -> select
-* ObjectBase.selected_user -> is_select_user
-
-
-* could be is_ * ObstacleFluidSettings.active -> active
-ObstacleFluidSettings.export_animated_mesh -> use_export_animated_mesh
-
-
-* Operator.has_reports -> has_reports
-OperatorStrokeElement.flip -> use_flip
-
-
-OutflowFluidSettings.active -> active
-OutflowFluidSettings.export_animated_mesh -> use_export_animated_mesh
-
-
-Paint.fast_navigate -> show_low_resolution
-Paint.show_brush -> show_brush
-
-* Panel.bl_default_closed -> bl_default_closed
-* Panel.bl_show_header -> bl_show_header
-
-
-ParentActuator.compound -> use_compound
-ParentActuator.ghost -> use_ghost
-
-
-* Particle.no_disp -> no_disp
-* Particle.rekey -> rekey
-* Particle.unexist -> unexist
-
-
-ParticleBrush.use_puff_volume -> use_puff_volume
-
-
-ParticleEdit.add_interpolate -> use_add_interpolate
-ParticleEdit.auto_velocity -> use_auto_velocity
-ParticleEdit.draw_particles -> show_particles
-ParticleEdit.editable -> is_editable
-ParticleEdit.emitter_deflect -> use_emitter_deflect
-ParticleEdit.fade_time -> use_fade_time
-* ParticleEdit.hair -> hair
-ParticleEdit.keep_lengths -> use_keep_lengths
-ParticleEdit.keep_root -> use_keep_root
-
-
-ParticleFluidSettings.drops -> show_drops
-ParticleFluidSettings.floats -> show_floats
-ParticleFluidSettings.tracer -> show_tracer
-
-
-ParticleInstanceModifier.alive -> show_alive
-ParticleInstanceModifier.children -> use_children
-ParticleInstanceModifier.dead -> show_dead
-ParticleInstanceModifier.keep_shape -> use_keep_shape
-ParticleInstanceModifier.normal -> use_normal
-ParticleInstanceModifier.size -> use_size
-ParticleInstanceModifier.unborn -> show_unborn
-ParticleInstanceModifier.use_path -> use_path
-
-
-ParticleSettings.abs_path_time -> use_abs_path_time
-ParticleSettings.animate_branching -> use_animate_branching
-ParticleSettings.billboard_lock -> lock_billboard
-ParticleSettings.boids_2d -> lock_boids_to_surface
-ParticleSettings.branching -> use_branching
-ParticleSettings.child_effector -> use_child_effector
-ParticleSettings.child_guide -> use_child_guide
-ParticleSettings.child_render -> use_child_render
-ParticleSettings.die_on_collision -> use_die_on_collision
-ParticleSettings.died -> show_died
-ParticleSettings.draw_health -> show_health
-ParticleSettings.emitter -> use_emitter
-ParticleSettings.enable_simplify -> use_simplify
-ParticleSettings.even_distribution -> use_even_distribution
-ParticleSettings.grid_invert -> invert_grid
-ParticleSettings.hair_bspline -> use_hair_bspline
-* ParticleSettings.hair_geometry -> hair_geometry
-ParticleSettings.material_color -> show_material_color
-ParticleSettings.num -> use_number
-ParticleSettings.parent -> use_parent
-ParticleSettings.rand_group -> use_random_group
-ParticleSettings.react_multiple -> use_react_multiple
-ParticleSettings.react_start_end -> use_react_start_end
-ParticleSettings.render_adaptive -> show_path_steps
-ParticleSettings.render_strand -> use_render_strand
-ParticleSettings.rotation_dynamic -> use_rotation_dynamic
-ParticleSettings.self_effect -> use_self_effect
-ParticleSettings.show_size -> show_size
-ParticleSettings.size_deflect -> use_size_deflect
-ParticleSettings.sizemass -> use_multiply_size_mass
-ParticleSettings.symmetric_branching -> use_symmetric_branching
-ParticleSettings.trand -> use_emit_random
-ParticleSettings.unborn -> show_unborn
-ParticleSettings.use_global_dupli -> use_global_dupli
-ParticleSettings.use_group_count -> use_group_count
-ParticleSettings.velocity -> show_velocity
-ParticleSettings.velocity_length -> use_velocity_length
-* ParticleSettings.viewport -> viewport
-ParticleSettings.whole_group -> use_whole_group
-
-
-ParticleSystem.editable -> is_editable
-ParticleSystem.edited -> is_edited
-* ParticleSystem.global_hair -> global_hair
-ParticleSystem.hair_dynamics -> use_hair_dynamics
-ParticleSystem.keyed_timing -> use_keyed_timing
-* ParticleSystem.multiple_caches -> multiple_caches
-ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump
-ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density
-ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field
-ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink
-ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length
-ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation
-ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness1
-ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness2
-ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end
-ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size
-ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent
-ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity
-
-
-* ParticleTarget.valid -> valid
-
-
-PivotConstraint.use_relative_position -> use_relative_location
-
-
-PointCache.baked -> is_baked
-* PointCache.baking -> baking
-PointCache.disk_cache -> use_disk_cache
-PointCache.external -> use_external
-* PointCache.frames_skipped -> frames_skipped
-PointCache.outdated -> is_outdated
-PointCache.quick_cache -> use_quick_cache
-PointCache.use_library_path -> use_library_path
-
-
-PointDensity.turbulence -> use_turbulence
-
-
-PointLamp.only_shadow -> use_shadow_only
-PointLamp.shadow_layer -> use_shadow_own_layer
-PointLamp.sphere -> use_sphere
-
-
-PoseBone.has_ik -> is_in_ik_chain
-* PoseBone.ik_dof_x -> ik_dof_x
-* PoseBone.ik_dof_y -> ik_dof_y
-* PoseBone.ik_dof_z -> ik_dof_z
-PoseBone.ik_limit_x -> lock_ik_x
-PoseBone.ik_limit_y -> lock_ik_y
-PoseBone.ik_limit_z -> lock_ik_z
-PoseBone.ik_lin_control -> use_ik_lin_control
-PoseBone.ik_rot_control -> use_ik_rot_control
-PoseBone.lock_location -> lock_location
-PoseBone.lock_rotation -> lock_rotation
-PoseBone.lock_rotation_w -> lock_rotation_w
-PoseBone.lock_rotations_4d -> lock_rotations_4d
-PoseBone.lock_scale -> lock_scale
-* PoseBone.selected -> select
-
-
-PoseTemplateSettings.generate_def_rig -> use_generate_def_rig
-
-
-Property.is_never_none -> is_never_none
-Property.is_readonly -> is_readonly
-Property.is_required -> is_required
-Property.registered -> is_registered
-Property.registered_optional -> is_registered_optional
-Property.use_output -> is_output
-
-
-* PythonConstraint.script_error -> is_script_error
-PythonConstraint.use_targets -> use_targets
-
-
-PythonController.debug -> use_debug
-
-
-RandomActuator.always_true -> use_always_true
-
-
-RaySensor.x_ray_mode -> use_x_ray_mode
-
-
-RegionView3D.box_clip -> use_box_clip
-RegionView3D.box_preview -> show_synced_view
-RegionView3D.lock_rotation -> lock_rotation
-
-
-* RenderEngine.bl_postprocess -> use_bl_postprocess
-* RenderEngine.bl_preview -> use_bl_preview
-
-
-* RenderLayer.all_z -> all_z
-* RenderLayer.edge -> edge
-* RenderLayer.enabled -> enabled
-* RenderLayer.halo -> halo
-* RenderLayer.pass_ao -> pass_ao
-* RenderLayer.pass_ao_exclude -> pass_ao_exclude
-* RenderLayer.pass_color -> pass_color
-* RenderLayer.pass_combined -> pass_combined
-* RenderLayer.pass_diffuse -> pass_diffuse
-* RenderLayer.pass_emit -> pass_emit
-* RenderLayer.pass_emit_exclude -> pass_emit_exclude
-* RenderLayer.pass_environment -> pass_environment
-* RenderLayer.pass_environment_exclude -> pass_environment_exclude
-* RenderLayer.pass_indirect -> pass_indirect
-* RenderLayer.pass_indirect_exclude -> pass_indirect_exclude
-* RenderLayer.pass_mist -> pass_mist
-* RenderLayer.pass_normal -> pass_normal
-* RenderLayer.pass_object_index -> pass_object_index
-* RenderLayer.pass_reflection -> pass_reflection
-* RenderLayer.pass_reflection_exclude -> pass_reflection_exclude
-* RenderLayer.pass_refraction -> pass_refraction
-* RenderLayer.pass_refraction_exclude -> pass_refraction_exclude
-* RenderLayer.pass_shadow -> pass_shadow
-* RenderLayer.pass_shadow_exclude -> pass_shadow_exclude
-* RenderLayer.pass_specular -> pass_specular
-* RenderLayer.pass_specular_exclude -> pass_specular_exclude
-* RenderLayer.pass_uv -> pass_uv
-* RenderLayer.pass_vector -> pass_vector
-* RenderLayer.pass_z -> pass_z
-* RenderLayer.sky -> sky
-* RenderLayer.solid -> solid
-* RenderLayer.strand -> strand
-* RenderLayer.visible_layers -> visible_layers
-* RenderLayer.zmask -> zmask
-* RenderLayer.zmask_layers -> zmask_layers
-* RenderLayer.zmask_negate -> zmask_negate
-* RenderLayer.ztransp -> ztransp
-
-
-RenderSettings.backbuf -> use_backbuf
-RenderSettings.bake_active -> use_bake_active
-RenderSettings.bake_clear -> use_bake_clear
-RenderSettings.bake_enable_aa -> use_bake_enable_aa
-RenderSettings.bake_normalized -> use_bake_normalized
-RenderSettings.cineon_log -> use_cineon_log
-RenderSettings.color_management -> use_color_management
-RenderSettings.crop_to_border -> use_crop_to_border
-RenderSettings.edge -> edge
-RenderSettings.exr_half -> use_exr_half
-RenderSettings.exr_preview -> use_exr_preview
-RenderSettings.exr_zbuf -> use_exr_zbuf
-RenderSettings.ffmpeg_autosplit -> use_ffmpeg_autosplit
-RenderSettings.fields -> use_fields
-RenderSettings.fields_still -> use_fields_still
-RenderSettings.free_image_textures -> use_free_image_textures
-RenderSettings.free_unused_nodes -> use_free_unused_nodes
-RenderSettings.full_sample -> use_full_sample
-RenderSettings.is_movie_format -> is_movie_format
-RenderSettings.jpeg2k_ycc -> use_jpeg2k_ycc
-RenderSettings.motion_blur -> use_motion_blur
-* RenderSettings.multiple_engines -> multiple_engines
-RenderSettings.render_antialiasing -> use_render_antialiasing
-* doubled?* RenderSettings.render_stamp -> render_stamp
-RenderSettings.save_buffers -> use_save_buffers
-RenderSettings.simplify_triangulate -> use_simplify_triangulate
-RenderSettings.single_layer -> use_active_layer
-RenderSettings.stamp_camera -> use_stamp_camera
-RenderSettings.stamp_date -> use_stamp_date
-RenderSettings.stamp_filename -> use_stamp_filename
-RenderSettings.stamp_frame -> use_stamp_frame
-RenderSettings.stamp_marker -> use_stamp_marker
-RenderSettings.stamp_note -> use_stamp_note
-RenderSettings.stamp_render_time -> use_stamp_render_time
-RenderSettings.stamp_scene -> use_stamp_scene
-RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip
-RenderSettings.stamp_time -> use_stamp_time
-RenderSettings.tiff_bit -> use_tiff_bit
-RenderSettings.use_border -> use_border
-RenderSettings.use_compositing -> use_compositing
-RenderSettings.use_envmaps -> use_envmaps
-RenderSettings.use_file_extension -> use_file_extension
-RenderSettings.use_game_engine -> use_game_engine
-RenderSettings.use_instances -> use_instances
-RenderSettings.use_local_coords -> use_local_coords
-RenderSettings.use_overwrite -> use_overwrite
-RenderSettings.use_placeholder -> use_placeholder
-RenderSettings.use_radiosity -> use_radiosity
-RenderSettings.use_raytracing -> use_raytrace
-RenderSettings.use_sequencer -> use_sequencer
-RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview
-RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render
-RenderSettings.use_shadows -> use_shadows
-RenderSettings.use_simplify -> use_simplify
-RenderSettings.use_sss -> use_sss
-RenderSettings.use_textures -> use_textures
-
-
-RigidBodyJointConstraint.disable_linked_collision -> use_disable_linked_collision
-RigidBodyJointConstraint.draw_pivot -> show_pivot
-
-
-Scene.frame_drop -> use_frame_drop
-* Scene.layers -> layers
-* Scene.mute_audio -> mute_audio
-* Scene.nla_tweakmode_on -> is_nla_tweakmode_on
-Scene.pov_radio_always_sample -> use_pov_radio_always_sample
-Scene.pov_radio_display_advanced -> show_pov_radio_advanced
-Scene.pov_radio_enable -> use_pov_radio_enable
-Scene.pov_radio_media -> use_pov_radio_media
-Scene.pov_radio_normal -> use_pov_radio_normal
-Scene.scrub_audio -> use_scrub_audio
-Scene.sync_audio -> use_sync_audio
-Scene.use_gravity -> use_gravity
-Scene.use_nodes -> use_nodes
-Scene.use_preview_range -> use_preview_range
-
-
-SceneGameData.activity_culling -> use_activity_culling
-SceneGameData.auto_start -> use_auto_start
-SceneGameData.fullscreen -> show_fullscreen
-SceneGameData.glsl_extra_textures -> use_glsl_extra_textures
-SceneGameData.glsl_lights -> use_glsl_lights
-SceneGameData.glsl_nodes -> use_glsl_nodes
-SceneGameData.glsl_ramps -> use_glsl_ramps
-SceneGameData.glsl_shaders -> use_glsl_shaders
-SceneGameData.glsl_shadows -> use_glsl_shadows
-SceneGameData.show_debug_properties -> show_debug_properties
-SceneGameData.show_framerate_profile -> show_framerate_profile
-SceneGameData.show_physics_visualization -> show_physics_visualization
-SceneGameData.use_animation_record -> use_animation_record
-SceneGameData.use_deprecation_warnings -> use_deprecation_warnings
-SceneGameData.use_display_lists -> use_display_lists
-SceneGameData.use_frame_rate -> use_frame_rate
-SceneGameData.use_occlusion_culling -> use_occlusion_culling
-
-
-SceneRenderLayer.all_z -> use_all_z
-SceneRenderLayer.edge -> use_edge
-* SceneRenderLayer.enabled -> enabled
-SceneRenderLayer.halo -> use_halo
-SceneRenderLayer.pass_ao -> use_pass_ao
-SceneRenderLayer.pass_ao_exclude -> use_pass_ao_exclude
-SceneRenderLayer.pass_color -> use_pass_color
-SceneRenderLayer.pass_combined -> use_pass_combined
-SceneRenderLayer.pass_diffuse -> use_pass_diffuse
-SceneRenderLayer.pass_emit -> use_pass_emit
-SceneRenderLayer.pass_emit_exclude -> use_pass_emit_exclude
-SceneRenderLayer.pass_environment -> use_pass_environment
-SceneRenderLayer.pass_environment_exclude -> use_pass_environment_exclude
-SceneRenderLayer.pass_indirect -> use_pass_indirect
-SceneRenderLayer.pass_indirect_exclude -> use_pass_indirect_exclude
-SceneRenderLayer.pass_mist -> use_pass_mist
-SceneRenderLayer.pass_normal -> use_pass_normal
-SceneRenderLayer.pass_object_index -> use_pass_object_index
-SceneRenderLayer.pass_reflection -> use_pass_reflection
-SceneRenderLayer.pass_reflection_exclude -> use_pass_reflection_exclude
-SceneRenderLayer.pass_refraction -> use_pass_refraction
-SceneRenderLayer.pass_refraction_exclude -> use_pass_refraction_exclude
-SceneRenderLayer.pass_shadow -> use_pass_shadow
-SceneRenderLayer.pass_shadow_exclude -> use_pass_shadow_exclude
-SceneRenderLayer.pass_specular -> use_pass_specular
-SceneRenderLayer.pass_specular_exclude -> use_pass_specular_exclude
-SceneRenderLayer.pass_uv -> use_pass_uv
-SceneRenderLayer.pass_vector -> use_pass_vector
-SceneRenderLayer.pass_z -> use_pass_z
-SceneRenderLayer.sky -> use_sky
-SceneRenderLayer.solid -> use_solid
-SceneRenderLayer.strand -> use_strand
-SceneRenderLayer.visible_layers -> visible_layers
-SceneRenderLayer.zmask -> use_zmask
-SceneRenderLayer.zmask_layers -> use_zmask_layers
-SceneRenderLayer.zmask_negate -> use_zmask_negate
-SceneRenderLayer.ztransp -> use_ztransp
-
-
-* SceneSequence.convert_float -> convert_float
-* SceneSequence.de_interlace -> de_interlace
-* SceneSequence.flip_x -> flip_x
-* SceneSequence.flip_y -> flip_y
-* SceneSequence.premultiply -> premultiply
-* SceneSequence.proxy_custom_directory -> proxy_custom_directory
-* SceneSequence.proxy_custom_file -> proxy_custom_file
-* SceneSequence.reverse_frames -> reverse_frames
-* SceneSequence.use_color_balance -> use_color_balance
-* SceneSequence.use_crop -> use_crop
-* SceneSequence.use_proxy -> use_proxy
-* SceneSequence.use_translation -> use_translation
-
-
-Scopes.use_full_resolution -> use_full_resolution
-
-
-Screen.animation_playing -> is_animation_playing
-Screen.fullscreen -> is_fullscreen
-
-
-ScrewModifier.use_normal_calculate -> use_normal_calculate
-ScrewModifier.use_normal_flip -> use_normal_flip
-ScrewModifier.use_object_screw_offset -> use_object_screw_offset
-
-
-Sculpt.lock_x -> lock_x
-Sculpt.lock_y -> lock_y
-Sculpt.lock_z -> lock_z
-Sculpt.symmetry_x -> use_symmetry_x
-Sculpt.symmetry_y -> use_symmetry_y
-Sculpt.symmetry_z -> use_symmetry_z
-
-
-Sensor.expanded -> show_expanded
-* Sensor.invert -> invert
-* Sensor.level -> level
-Sensor.pulse_false_level -> use_pulse_false_level
-Sensor.pulse_true_level -> use_pulse_true_level
-Sensor.tap -> use_tap
-
-
-* Sequence.frame_locked -> frame_locked
-* Sequence.left_handle_selected -> select_left_handle
-* Sequence.lock -> lock
-* Sequence.mute -> mute
-* Sequence.right_handle_selected -> select_right_handle
-* Sequence.selected -> select
-* Sequence.use_effect_default_fade -> use_effect_default_fade
-
-
-SequenceColorBalance.inverse_gain -> invert_gain
-SequenceColorBalance.inverse_gamma -> invert_gamma
-SequenceColorBalance.inverse_lift -> invert_lift
-
-
-ShaderNodeExtendedMaterial.diffuse -> use_diffuse
-ShaderNodeExtendedMaterial.invert_normal -> invert_normal
-ShaderNodeExtendedMaterial.specular -> use_specular
-
-
-ShaderNodeMapping.clamp_maximum -> use_clamp_to_max
-ShaderNodeMapping.clamp_minimum -> use_clamp_to_min
-
-
-ShaderNodeMaterial.diffuse -> use_diffuse
-ShaderNodeMaterial.invert_normal -> invert_normal
-ShaderNodeMaterial.specular -> use_specular
-
-
-ShaderNodeMixRGB.alpha -> use_alpha
-
-
-ShapeActionActuator.continue_last_frame -> use_continue_last_frame
-
-
-* ShapeKey.mute -> mute
-
-
-* see below * ShrinkwrapConstraint.use_x -> use_x
-* see below* ShrinkwrapConstraint.use_y -> use_y
-* see below* ShrinkwrapConstraint.use_z -> use_z
-ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces
-ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces
-ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface
-* ShrinkwrapModifier.negative -> negative
-* ShrinkwrapModifier.positive -> positive
-ShrinkwrapModifier.x -> use_x
-ShrinkwrapModifier.y -> use_y
-ShrinkwrapModifier.z -> use_z
-
-
-SimpleDeformModifier.lock_x_axis -> lock_axis_x
-SimpleDeformModifier.lock_y_axis -> lock_axis_y
-SimpleDeformModifier.relative -> use_relative
-
-
-SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke
-SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log
-SmokeDomainSettings.highres -> use_highres
-SmokeDomainSettings.initial_velocity -> use_initial_velocity
-SmokeDomainSettings.viewhighres -> show_highres
-
-
-*negate* SmokeFlowSettings.outflow -> use_outflow
-
-
-SmoothModifier.x -> use_x
-SmoothModifier.y -> use_y
-SmoothModifier.z -> use_z
-
-
-SoftBodySettings.auto_step -> use_auto_step
-SoftBodySettings.diagnose -> use_diagnose
-SoftBodySettings.edge_collision -> use_edge_collision
-SoftBodySettings.estimate_matrix -> use_estimate_matrix
-SoftBodySettings.face_collision -> use_face_collision
-SoftBodySettings.new_aero -> use_new_aero
-SoftBodySettings.self_collision -> use_self_collision
-SoftBodySettings.stiff_quads -> use_stiff_quads
-SoftBodySettings.use_edges -> use_edges
-SoftBodySettings.use_goal -> use_goal
-
-
-* SolidifyModifier.invert -> invert_vertex_groups_influence
-SolidifyModifier.use_even_offset -> use_even_offset
-SolidifyModifier.use_quality_normals -> use_quality_normals
-SolidifyModifier.use_rim -> use_rim
-SolidifyModifier.use_rim_material -> use_rim_material
-
-
-Sound.caching -> use_ram_cache
-
-
-SoundActuator.enable_sound_3d -> use_sound_3d
-
-
-SpaceConsole.show_report_debug -> show_report_debug
-SpaceConsole.show_report_error -> show_report_error
-SpaceConsole.show_report_info -> show_report_info
-SpaceConsole.show_report_operator -> show_report_operator
-SpaceConsole.show_report_warn -> show_report_warn
-
-
-SpaceDopeSheetEditor.automerge_keyframes -> show_automerge_keyframes
-SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates
-SpaceDopeSheetEditor.show_cframe_indicator -> show_cframe_indicator
-SpaceDopeSheetEditor.show_seconds -> show_seconds
-SpaceDopeSheetEditor.show_sliders -> show_sliders
-SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync
-
-
-SpaceGraphEditor.automerge_keyframes -> show_automerge_keyframes
-* SpaceGraphEditor.has_ghost_curves -> has_ghost_curves
-SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles
-SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles
-SpaceGraphEditor.realtime_updates -> use_realtime_updates
-SpaceGraphEditor.show_cframe_indicator -> show_cframe_indicator
-SpaceGraphEditor.show_cursor -> show_cursor
-SpaceGraphEditor.show_handles -> show_handles
-SpaceGraphEditor.show_seconds -> show_seconds
-SpaceGraphEditor.show_sliders -> show_sliders
-
-
-SpaceImageEditor.draw_repeated -> show_repeated
-SpaceImageEditor.image_painting -> use_image_paint
-SpaceImageEditor.image_pin -> show_image_pin
-SpaceImageEditor.show_paint -> show_paint
-SpaceImageEditor.show_render -> show_render
-SpaceImageEditor.show_uvedit -> show_uvedit
-SpaceImageEditor.update_automatically -> use_update_automatically
-SpaceImageEditor.use_grease_pencil -> use_grease_pencil
-
-
-SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects
-SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states
-SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller
-SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects
-SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects
-SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller
-SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects
-SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects
-SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states
-SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller
-SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects
-
-
-SpaceNLA.realtime_updates -> use_realtime_updates
-SpaceNLA.show_cframe_indicator -> show_cframe_indicator
-SpaceNLA.show_seconds -> show_seconds
-SpaceNLA.show_strip_curves -> show_strip_curves
-
-
-SpaceNodeEditor.backdrop -> show_backdrop
-
-
-SpaceOutliner.match_case_sensitive -> use_match_case_sensitive
-SpaceOutliner.match_complete -> use_match_complete
-SpaceOutliner.show_restriction_columns -> show_restriction_columns
-
-
-SpaceProperties.brush_texture -> show_brush_texture
-SpaceProperties.use_pin_id -> use_pin_id
-
-
-* SpaceSequenceEditor.draw_frames -> draw_frames
-* SpaceSequenceEditor.draw_safe_margin -> draw_safe_margin
-* SpaceSequenceEditor.separate_color_preview -> separate_color_preview
-* SpaceSequenceEditor.show_cframe_indicator -> show_cframe_indicator
-* SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil
-* SpaceSequenceEditor.use_marker_sync -> use_marker_sync
-
-
-SpaceTextEditor.find_all -> use_find_all
-SpaceTextEditor.find_wrap -> use_find_wrap
-SpaceTextEditor.line_numbers -> show_line_numbers
-SpaceTextEditor.live_edit -> use_live_edit
-SpaceTextEditor.overwrite -> use_overwrite
-SpaceTextEditor.syntax_highlight -> use_syntax_highlight
-SpaceTextEditor.word_wrap -> use_word_wrap
-
-
-SpaceTimeline.only_selected -> use_only_selected
-SpaceTimeline.play_all_3d -> use_play_all_3d
-SpaceTimeline.play_anim -> use_play_anim
-SpaceTimeline.play_buttons -> use_play_buttons
-SpaceTimeline.play_image -> use_play_image
-SpaceTimeline.play_nodes -> use_play_nodes
-SpaceTimeline.play_sequencer -> use_play_sequencer
-SpaceTimeline.play_top_left -> use_play_top_left
-SpaceTimeline.show_cframe_indicator -> show_cframe_indicator
-
-
-SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds
-SpaceUVEditor.draw_modified_edges -> show_modified_edges
-SpaceUVEditor.draw_other_objects -> show_other_objects
-SpaceUVEditor.draw_smooth_edges -> show_smooth_edges
-SpaceUVEditor.draw_stretch -> show_stretch
-SpaceUVEditor.live_unwrap -> use_live_unwrap
-SpaceUVEditor.normalized_coordinates -> show_normalized_coordinates
-SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels
-
-
-SpaceView3D.all_object_origins -> show_all_objects_origin
-SpaceView3D.display_background_images -> show_background_images
-SpaceView3D.display_floor -> show_floor
-SpaceView3D.display_render_override -> show_render_override
-SpaceView3D.display_x_axis -> show_axis_x
-SpaceView3D.display_y_axis -> show_axis_y
-SpaceView3D.display_z_axis -> show_axis_z
-* SpaceView3D.layers -> layers
-SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers
-SpaceView3D.manipulator -> use_manipulator
-SpaceView3D.manipulator_rotate -> use_manipulator_rotate
-SpaceView3D.manipulator_scale -> use_manipulator_scale
-SpaceView3D.manipulator_translate -> use_manipulator_translate
-SpaceView3D.occlude_geometry -> use_occlude_geometry
-SpaceView3D.outline_selected -> show_outline_selected
-SpaceView3D.pivot_point_align -> use_pivot_point_align
-SpaceView3D.relationship_lines -> show_relationship_lines
-SpaceView3D.textured_solid -> show_textured_solid
-* SpaceView3D.used_layers -> layers_used
-
-
-SpeedControlSequence.curve_compress_y -> use_curve_compress_y
-SpeedControlSequence.curve_velocity -> use_curve_velocity
-SpeedControlSequence.frame_blending -> use_frame_blend
-
-
-Spline.bezier_u -> use_bezier_u
-Spline.bezier_v -> use_bezier_v
-Spline.cyclic_u -> use_cyclic_u
-Spline.cyclic_v -> use_cyclic_v
-Spline.endpoint_u -> use_endpoint_u
-Spline.endpoint_v -> use_endpoint_v
-* Spline.hide -> hide
-Spline.smooth -> use_smooth
-
-
-
-
-
-
-SplineIKConstraint.chain_offset -> use_chain_offset
-* SplineIKConstraint.even_divisions -> use_even_divisions
-SplineIKConstraint.use_curve_radius -> use_curve_radius
-SplineIKConstraint.y_stretch -> use_y_stretch
-
-
-* SplinePoint.hidden -> hide
-* SplinePoint.selected -> select
-
-
-SpotLamp.auto_clip_end -> use_auto_clip_end
-SpotLamp.auto_clip_start -> use_auto_clip_start
-SpotLamp.halo -> use_halo
-SpotLamp.only_shadow -> use_shadow_only
-SpotLamp.shadow_layer -> use_shadow_own_layer
-SpotLamp.show_cone -> show_cone
-SpotLamp.sphere -> use_sphere
-SpotLamp.square -> use_square
-
-
-* StateActuator.state -> state
-
-
-SubsurfModifier.optimal_display -> show_optimal
-SubsurfModifier.subsurf_uv -> use_subsurf_uv
-
-
-SunLamp.only_shadow -> use_shadow_only
-SunLamp.shadow_layer -> use_shadow_own_layer
-
-
-SurfaceCurve.map_along_length -> use_map_along_length
-SurfaceCurve.vertex_normal_flip -> use_vertex_normal_flip
-
-
-TexMapping.has_maximum -> use_clip_to_max
-TexMapping.has_minimum -> use_clip_to_min
-
-
-Text.dirty -> is_dirty
-Text.memory -> is_in_memory
-Text.modified -> is_modified
-Text.tabs_as_spaces -> use_tabs_as_spaces
-Text.use_module -> use_module
-
-
-TextCharacterFormat.bold -> use_bold
-TextCharacterFormat.italic -> use_italic
-TextCharacterFormat.style -> use_style
-TextCharacterFormat.underline -> use_underline
-TextCharacterFormat.wrap -> use_wrap
-
-
-TextCurve.fast -> use_fast_editing
-TextCurve.map_along_length -> use_map_along_length
-TextCurve.vertex_normal_flip -> use_vertex_normal_flip
-
-
-TextMarker.edit_all -> use_edit_all
-* TextMarker.temporary -> is_temporary
-
-
-Texture.use_color_ramp -> use_color_ramp
-Texture.use_nodes -> use_nodes
-Texture.use_preview_alpha -> use_preview_alpha
-TextureNodeMixRGB.alpha -> use_alpha
-TextureSlot.negate -> use_negate
-TextureSlot.rgb_to_intensity -> use_rgb_to_intensity
-TextureSlot.stencil -> use_stencil
-
-
-ThemeBoneColorSet.colored_constraints -> show_colored_constraints
-ThemeWidgetColors.shaded -> show_shaded
-
-
-* TimelineMarker.selected -> select
-
-
-ToolSettings.auto_normalize -> use_auto_normalize
-ToolSettings.automerge_editing -> use_automerge_editing
-ToolSettings.bone_sketching -> use_bone_sketching
-ToolSettings.etch_autoname -> use_etch_autoname
-ToolSettings.etch_overdraw -> use_etch_overdraw
-ToolSettings.etch_quick -> use_etch_quick
-ToolSettings.mesh_selection_mode -> use_mesh_selection_mode
-ToolSettings.record_with_nla -> use_record_with_nla
-ToolSettings.snap -> use_snap
-ToolSettings.snap_align_rotation -> use_snap_align_rotation
-ToolSettings.snap_peel_object -> use_snap_peel_object
-ToolSettings.snap_project -> use_snap_project
-ToolSettings.use_auto_keying -> use_keyframe_insert_auto
-* ToolSettings.uv_local_view -> show_only_uv_local_view
-ToolSettings.uv_sync_selection -> use_uv_sync_selection
-
-
-TrackToConstraint.target_z -> use_target_z
-
-
-TransformConstraint.extrapolate_motion -> use_motion_extrapolate
-TransformSequence.uniform_scale -> use_uniform_scale
-
-
-UILayout.active -> active
-UILayout.enabled -> enabled
-
-
-UVProjectModifier.override_image -> show_override_image
-
-
-UnitSettings.use_separate -> use_separate
-
-
-UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_auto_available
-UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_auto_keyingset
-UserPreferencesEdit.drag_immediately -> use_drag_immediately
-UserPreferencesEdit.duplicate_action -> use_duplicate_action
-UserPreferencesEdit.duplicate_armature -> use_duplicate_armature
-UserPreferencesEdit.duplicate_curve -> use_duplicate_curve
-UserPreferencesEdit.duplicate_fcurve -> use_duplicate_fcurve
-UserPreferencesEdit.duplicate_lamp -> use_duplicate_lamp
-UserPreferencesEdit.duplicate_material -> use_duplicate_material
-UserPreferencesEdit.duplicate_mesh -> use_duplicate_mesh
-UserPreferencesEdit.duplicate_metaball -> use_duplicate_metaball
-UserPreferencesEdit.duplicate_particle -> use_duplicate_particle
-UserPreferencesEdit.duplicate_surface -> use_duplicate_surface
-UserPreferencesEdit.duplicate_text -> use_duplicate_text
-UserPreferencesEdit.duplicate_texture -> use_duplicate_texture
-UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode
-UserPreferencesEdit.global_undo -> use_global_undo
-UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke
-UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke
-UserPreferencesEdit.insertkey_xyz_to_rgb -> show_insertkey_xyz_to_rgb
-UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed
-UserPreferencesEdit.snap_rotate -> use_snap_grid_rotate
-UserPreferencesEdit.snap_scale -> use_snap_grid_scale
-UserPreferencesEdit.snap_translate -> use_snap_grid_translate
-UserPreferencesEdit.use_auto_keying -> use_auto_keying
-UserPreferencesEdit.use_negative_frames -> use_negative_frames
-UserPreferencesEdit.use_visual_keying -> show_visual_keying
-
-
-
-
-
-
-UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files
-UserPreferencesFilePaths.compress_file -> use_file_compression
-UserPreferencesFilePaths.filter_file_extensions -> show_only_file_extensions
-UserPreferencesFilePaths.hide_dot_files_datablocks -> show_dot_files_datablocks
-UserPreferencesFilePaths.load_ui -> use_load_ui
-UserPreferencesFilePaths.save_preview_images -> use_save_preview_images
-UserPreferencesFilePaths.use_relative_paths -> use_relative_paths
-
-
-UserPreferencesInput.continuous_mouse -> use_continuous_mouse
-UserPreferencesInput.emulate_3_button_mouse -> use_emulate_3_button_mouse
-UserPreferencesInput.emulate_numpad -> use_emulate_numpad
-UserPreferencesInput.invert_zoom_direction -> invert_zoom
-
-
-UserPreferencesSystem.auto_execute_scripts -> use_scripts_auto_execute
-UserPreferencesSystem.enable_all_codecs -> use_preview_images
-UserPreferencesSystem.international_fonts -> use_fonts_international
-UserPreferencesSystem.tabs_as_spaces -> use_tabs_as_spaces
-UserPreferencesSystem.translate_buttons -> show_translate_buttons
-UserPreferencesSystem.translate_toolbox -> show_translate_toolbox
-UserPreferencesSystem.translate_tooltips -> show_translate_tooltips
-UserPreferencesSystem.use_antialiasing -> show_antialiasing
-UserPreferencesSystem.use_mipmaps -> use_mipmaps
-UserPreferencesSystem.use_textured_fonts -> show_fonts_textured
-UserPreferencesSystem.use_vbos -> use_vertex_buffer_objects
-UserPreferencesSystem.use_weight_color_range -> show_weight_color_range
-
-
-UserPreferencesView.auto_depth -> use_mouse_auto_depth
-UserPreferencesView.auto_perspective -> show_auto_perspective
-UserPreferencesView.directional_menus -> show_directional_menus
-UserPreferencesView.display_object_info -> show_object_info
-UserPreferencesView.global_pivot -> show_global_pivot
-UserPreferencesView.global_scene -> show_global_scene
-UserPreferencesView.open_mouse_over -> use_mouse_over_open
-UserPreferencesView.pin_floating_panels -> show_pin_floating_panels
-UserPreferencesView.rotate_around_selection -> use_rotate_around_selection
-UserPreferencesView.show_mini_axis -> show_mini_axis
-UserPreferencesView.show_playback_fps -> show_playback_fps
-UserPreferencesView.show_splash -> show_splash
-UserPreferencesView.show_view_name -> show_view_name
-UserPreferencesView.tooltips -> use_tooltips
-UserPreferencesView.use_column_layout -> show_column_layout
-UserPreferencesView.use_large_cursors -> show_large_cursors
-UserPreferencesView.use_manipulator -> show_manipulator
-UserPreferencesView.use_middle_mouse_paste -> use_mouse_mmb_paste
-UserPreferencesView.wheel_invert_zoom -> invert_mouse_wheel_zoom
-UserPreferencesView.zoom_to_mouse -> use_zoom_ato_mouse
-
-
-* UserSolidLight.enabled -> use
-
-
-VertexPaint.all_faces -> use_all_faces
-VertexPaint.normals -> use_normals
-VertexPaint.spray -> use_spray
-
-
-VisibilityActuator.children -> show_occluded_children
-VisibilityActuator.occlusion -> show_occluded
-VisibilityActuator.visible -> show
-
-
-VoxelData.still -> use_still
-
-
-WaveModifier.cyclic -> use_cyclic
-WaveModifier.normals -> show_normals
-WaveModifier.x -> use_x
-WaveModifier.x_normal -> use_normal_x
-WaveModifier.y -> use_y
-WaveModifier.y_normal -> use_normal_y
-WaveModifier.z_normal -> use_normal_z
-
-
-World.blend_sky -> use_sky_blend
-World.paper_sky -> use_sky_paper
-World.real_sky -> use_sky_real
-WorldLighting.falloff -> use_falloff
-WorldLighting.pixel_cache -> use_ao_pixel_cache
-WorldLighting.use_ambient_occlusion -> use_ao
-WorldLighting.use_environment_lighting -> use_environment_lighting
-WorldLighting.use_indirect_lighting -> use_indirect_lighting
-WorldMistSettings.use_mist -> use_mist
-WorldStarsSettings.use_stars -> use_stars
-WorldTextureSlot.map_blend -> use_map_blend
-WorldTextureSlot.map_horizon -> use_map_horizon
-WorldTextureSlot.map_zenith_down -> use_map_zenith_down
-WorldTextureSlot.map_zenith_up -> use_map_zenith_up
diff --git a/source/blender/makesrna/rna_cleanup/rna_booleans.txt b/source/blender/makesrna/rna_cleanup/rna_booleans.txt
index 81530b5764e..4cae982183c 100644
--- a/source/blender/makesrna/rna_cleanup/rna_booleans.txt
+++ b/source/blender/makesrna/rna_cleanup/rna_booleans.txt
@@ -1,19 +1,19 @@
ActionActuator.continue_last_frame -> continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time
ActionGroup.expanded -> show_expanded: boolean Action Group is expanded
-ActionGroup.locked -> use_lock: boolean Action Group is locked
-ActionGroup.selected -> selected: boolean Action Group is selected
+ActionGroup.locked -> lock: boolean Action Group is locked
+ActionGroup.selected -> select: boolean Action Group is selected
Actuator.expanded -> show_expanded: boolean Set actuator expanded in the user interface
AnimData.nla_enabled -> use_nla: boolean NLA stack is evaluated when evaluating this block
AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight: boolean Emphasize position of keyframes on Motion Paths
AnimVizMotionPaths.search_all_action_keyframes -> use_keyframe_action_all: boolean For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)
AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean Show frame numbers on Motion Paths
AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean Show frame numbers of Keyframes on Motion Paths
-AnimVizOnionSkinning.only_selected -> showonly_selected: boolean For Pose-Mode drawing, only draw ghosts for selected bones
+AnimVizOnionSkinning.only_selected -> show_only_selected: boolean For Pose-Mode drawing, only draw ghosts for selected bones
Area.show_menus -> show_menus: boolean Show menus in the header
AreaLamp.dither -> use_dither: boolean Use 2x2 dithering for sampling (Constant Jittered sampling)
AreaLamp.jitter -> use_jitter: boolean Use noise for sampling (Constant Jittered sampling)
-AreaLamp.only_shadow -> useonly_shadow: boolean Causes light to cast shadows only without illuminating objects
-AreaLamp.shadow_layer -> useonly_shadow_layer: boolean Causes only objects on the same layer to cast shadows
+AreaLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects
+AreaLamp.shadow_layer -> use_only_shadow_layer: boolean Causes only objects on the same layer to cast shadows
AreaLamp.umbra -> use_umbra: boolean Emphasize parts that are fully shadowed (Constant Jittered sampling)
Armature.auto_ik -> use_auto_ik: boolean Add temporaral IK constraints while grabbing bones in Pose Mode
Armature.deform_bbone_rest -> use_deform_b_bone_rest: boolean Make B-Bones deform already in Rest Position
@@ -25,29 +25,29 @@ Armature.draw_axes -> show_axes: boolean Draw bone axes
Armature.draw_custom_bone_shapes -> show_bone_custom: 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.ghost_only_selected -> showonly_ghost_selected: boolean
+Armature.ghost_only_selected -> show_only_ghost_selected: boolean
Armature.layer -> layer: boolean Armature layer visibility
-Armature.layer_protection -> layer_protection: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo
+Armature.layer_protection -> layer_protect: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo
Armature.x_axis_mirror -> use_mirror_x: boolean Apply changes to matching bone on opposite side of X-Axis
ArmatureModifier.b_bone_rest -> use_b_bone_rest: boolean Make B-Bones deform already in rest position
ArmatureModifier.invert -> use_vertex_group_invert: 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.quaternion -> use_preserve_volume: boolean Deform rotation interpolation with quaternions
-ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean
-ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean
+ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean
+ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean
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.merge_adjacent_vertices -> use_merge_vertex: boolean Merge vertices in adjacent duplicates
ArrayModifier.merge_end_vertices -> use_merge_vertex_end: boolean Merge vertices in first and last duplicates
ArrayModifier.relative_offset -> use_relative_offset: boolean Add an offset relative to the object's bounding box
BackgroundImage.show_expanded -> show_expanded: boolean Show the expanded in the user interface
-BevelModifier.only_vertices -> useonly_vertex: boolean Bevel verts/corners, not edges
-BezierSplinePoint.hidden -> hidden: boolean Visibility status
-BezierSplinePoint.selected_control_point -> selected_control_point: boolean Control point selection status
-BezierSplinePoint.selected_handle1 -> selected_handle1: boolean Handle 1 selection status
-BezierSplinePoint.selected_handle2 -> selected_handle2: boolean Handle 2 selection status
-BoidRule.in_air -> use_air: boolean Use rule when boid is flying
-BoidRule.on_land -> use_land: boolean Use rule when boid is on land
+BevelModifier.only_vertices -> use_only_vertex: boolean Bevel verts/corners, not edges
+BezierSplinePoint.hidden -> hide: boolean Visibility status
+BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status
+BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
+BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
+BoidRule.in_air -> use_in_air: boolean Use rule when boid is flying
+BoidRule.on_land -> use_on_land: boolean Use rule when boid is on land
BoidRuleAvoid.predict -> use_predict: boolean Predict target movement
BoidRuleAvoidCollision.boids -> use_avoid: boolean Avoid collision with other boids
BoidRuleAvoidCollision.deflectors -> use_deflect: boolean Avoid collision with deflector objects
@@ -56,18 +56,18 @@ BoidRuleGoal.predict -> use_predict: boolean Predict target movement
BoidSettings.allow_climb -> use_climb: boolean Allow boids to climb goal objects
BoidSettings.allow_flight -> use_flight: boolean Allow boids to move in air
BoidSettings.allow_land -> use_land: boolean Allow boids to move on land
-Bone.connected -> is_connected: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail
+Bone.connected -> use_connect: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail
Bone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects
Bone.deform -> use_deform: boolean Bone does not deform any geometry
Bone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes
-Bone.hidden -> hidden: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)
+Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)
Bone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
Bone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone
Bone.layer -> layer: boolean Layers bone exists in
Bone.local_location -> use_local_location: boolean Bone location is set in local space
Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
TODO * Bone.restrict_select -> restrict_select: boolean Bone is able to be selected
-Bone.selected -> selected: boolean
+Bone.selected -> select: boolean
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.use_accumulate -> use_accumulate: boolean Accumulate stroke dabs on top of each other
@@ -92,9 +92,9 @@ Camera.show_passepartout -> show_passepartout: boolean Show a darkened ove
Camera.show_title_safe -> show_title_safe: boolean Show indicators for the title safe zone in Camera view
CastModifier.from_radius -> use_radius_as_size: boolean Use radius as size of projection shape (0 = auto)
CastModifier.use_transform -> use_transform: boolean Use object transform to control projection shape
-CastModifier.x -> use_x: boolean
-CastModifier.y -> use_y: boolean
-CastModifier.z -> use_z: boolean
+CastModifier.x -> use_x: boolean
+CastModifier.y -> use_y: boolean
+CastModifier.z -> use_z: boolean
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
@@ -108,38 +108,38 @@ ClampToConstraint.cyclic -> use_cyclic: boolean Treat curve as cyclic curv
ClothCollisionSettings.enable_collision -> use_collision: boolean Enable collisions with other objects
ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean Enable self collisions
ClothSettings.pin_cloth -> use_pin_cloth: boolean Enable pinning of cloth vertices to other objects/positions
-ClothSettings.stiffness_scaling -> use_stiffness_scaling: boolean If enabled, stiffness can be scaled along a weight painted vertex group
+ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean If enabled, stiffness can be scaled along a weight painted vertex group
TODO * CollisionSensor.collision_type -> collision_type: boolean Toggle collision on material or property
CollisionSensor.pulse -> use_pulse: boolean Changes to the set of colliding objects generates pulse
CollisionSettings.enabled -> use_collision: boolean Enable this objects as a collider for physics systems
CollisionSettings.kill_particles -> use_particle_kill: boolean Kill collided particles
-CompositorNodeAlphaOver.convert_premul -> use_convert_premultiply: boolean
-CompositorNodeBlur.bokeh -> use_bokeh: boolean
-CompositorNodeBlur.gamma -> use_gamma: boolean
-CompositorNodeBlur.relative -> use_relative: boolean
+CompositorNodeAlphaOver.convert_premul -> use_convert_premultiply: boolean
+CompositorNodeBlur.bokeh -> use_bokeh: boolean
+CompositorNodeBlur.gamma -> use_gamma_correct: boolean
+CompositorNodeBlur.relative -> use_relative: boolean
CompositorNodeColorSpill.unspill -> use_unspill: boolean Compensate all channels (diffenrently) by hand
CompositorNodeCrop.crop_size -> use_crop_size: boolean Whether to crop the size of the input image
-CompositorNodeDBlur.wrap -> use_wrap: boolean
+CompositorNodeDBlur.wrap -> use_wrap: boolean
CompositorNodeDefocus.gamma_correction -> use_gamma_correct: boolean Enable gamma correction before and after main process
CompositorNodeDefocus.preview -> use_preview: boolean Enable sampling mode, useful for preview when using low samplecounts
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)
CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean Simple star filter: add 45 degree rotation offset
-CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean
-CompositorNodeImage.cyclic -> use_cyclic: boolean
-CompositorNodeInvert.alpha -> use_alpha: boolean
-CompositorNodeInvert.rgb -> use_rgb: boolean
+CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean
+CompositorNodeImage.cyclic -> use_cyclic: boolean
+CompositorNodeInvert.alpha -> use_alpha: boolean
+CompositorNodeInvert.rgb -> invert_rgb: boolean
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
-CompositorNodeMapValue.use_max -> use_max: boolean
-CompositorNodeMapValue.use_min -> use_min: boolean
+CompositorNodeMapValue.use_max -> use_max: boolean
+CompositorNodeMapValue.use_min -> use_min: boolean
CompositorNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation
-CompositorNodeOutputFile.exr_half -> use_exr_half: boolean
+CompositorNodeOutputFile.exr_half -> use_exr_half: boolean
CompositorNodeVecBlur.curved -> use_curve: boolean Interpolate between frames in a bezier curve, rather than linearly
TODO * Constraint.active -> active: boolean Constraint is the one being edited
Constraint.disabled -> is_valid: boolean, (read-only) Constraint has invalid settings and will not be evaluated
Constraint.expanded -> show_expanded: boolean Constraint's panel is expanded in UI
-Constraint.proxy_local -> proxy_local: boolean Constraint was added in this proxy instance (i.e. did not belong to source Armature)
+Constraint.proxy_local -> is_proxy_local: boolean Constraint was added in this proxy instance (i.e. did not belong to source Armature)
ConstraintActuator.detect_material -> use_material_detect: boolean Detect material instead of property
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
@@ -182,7 +182,7 @@ Curve.use_path_follow -> use_path_follow: boolean Make curve path children
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 TimeOffs value as path distance offset
-CurveMapPoint.selected -> selected: boolean Selection state of the curve point
+CurveMapPoint.selected -> select: boolean Selection state of the curve point
CurveMapping.clip -> use_clip: boolean Force the curve view to fit a defined boundary
DelaySensor.repeat -> use_repeat: boolean Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics
DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean Generate speed vectors for vector blur
@@ -205,8 +205,8 @@ DopeSheet.display_texture -> show_texture: boolean Include visualization o
DopeSheet.display_transforms -> show_transforms: boolean Include visualization of Object-level Animation data (mostly Transforms)
DopeSheet.display_world -> show_world: boolean Include visualization of World related Animation data
DopeSheet.include_missing_nla -> show_missing_nla: boolean Include Animation Data blocks with no NLA data. (NLA Editor only)
-DopeSheet.only_group_objects -> showonly_group_objects: boolean Only include channels from Objects in the specified Group
-DopeSheet.only_selected -> showonly_selected: boolean Only include channels relating to selected objects and data
+DopeSheet.only_group_objects -> show_only_group_objects: boolean Only include channels from Objects in the specified Group
+DopeSheet.only_selected -> show_only_selected: boolean Only include channels relating to selected objects and data
Driver.invalid -> is_valid: boolean Driver could not be evaluated in past, so should be skipped
Driver.show_debug_info -> show_debug_info: boolean Show intermediate values for the driver calculations to allow debugging of drivers
DriverTarget.use_local_space_transforms -> use_local_space_transform: boolean Use transforms in Local Space (as opposed to the worldspace default)
@@ -216,24 +216,24 @@ EditBone.connected -> is_connected: boolean When bone has a parent, bone's
EditBone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects
EditBone.deform -> use_deform: boolean Bone does not deform any geometry
EditBone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes
-EditBone.hidden -> hidden: boolean Bone is not visible when in Edit Mode
+EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode
EditBone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
EditBone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone
EditBone.layer -> layer: boolean Layers bone exists in
EditBone.local_location -> use_local_location: boolean Bone location is set in local space
-EditBone.locked -> use_lock: boolean Bone is not able to be transformed when in Edit Mode
+EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode
EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
EditBone.restrict_select -> restrict_select: boolean Bone is able to be selected
-EditBone.selected -> selected: boolean
-EditBone.selected_head -> selected_head: boolean
-EditBone.selected_tail -> selected_tail: boolean
-EditObjectActuator.enable_3d_tracking -> use_tracking_3d: boolean Enable 3D tracking
+EditBone.selected -> select: boolean
+EditBone.selected_head -> select_head: boolean
+EditBone.selected_tail -> select_tail: boolean
+EditObjectActuator.enable_3d_tracking -> use_track_3d: boolean Enable 3D tracking
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.replace_display_mesh -> use_display_mesh: boolean Replace the display mesh
EditObjectActuator.replace_physics_mesh -> use_physics_mesh: boolean Replace the physics mesh (triangle bounds only - compound shapes not supported)
EffectSequence.convert_float -> use_float: boolean Convert input to float data
-EffectSequence.de_interlace -> use_de_interlace: boolean For video movies to remove fields
+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.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
@@ -246,7 +246,7 @@ EffectSequence.use_proxy -> use_proxy: boolean Use a preview proxy for thi
EffectSequence.use_translation -> use_translation: boolean Translate image before processing
EffectorWeights.do_growing_hair -> use_hair_grow: boolean Use force fields when growing hair
EnvironmentMap.ignore_layers -> layer_ignore: boolean Hide objects on these layers when generating the Environment Map
-EnvironmentMapTexture.use_filter_size_min -> filter_size_minimum: boolean Use Filter Size as a minimal filter value in pixels
+EnvironmentMapTexture.use_filter_size_min -> filter_size_min: boolean Use Filter Size as a minimal filter value in pixels
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 -> alt: boolean, (read-only) True when the Alt/Option key is held
@@ -260,11 +260,11 @@ ExplodeModifier.split_edges -> use_edge_split: boolean Split face edges fo
ExplodeModifier.unborn -> show_unborn: boolean Show mesh when particles are unborn
FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean All auto-handles for F-Curve are clamped
NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating
-FCurve.locked -> use_lock: boolean F-Curve's settings cannot be edited
+FCurve.locked -> lock: boolean F-Curve's settings cannot be edited
FCurve.muted -> use_mute: boolean F-Curve is not evaluated
-FCurve.selected -> selected: boolean F-Curve is selected for editing
-NEGATE * FCurve.visible -> hidden: boolean F-Curve and its keyframes are shown in the Graph Editor graphs
-FCurveSample.selected -> selected: boolean Selection status
+FCurve.selected -> select: boolean F-Curve is selected for editing
+NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs
+FCurveSample.selected -> select: boolean Selection status
FModifier.active -> active: boolean F-Curve Modifier is the one being edited
NEGATE * FModifier.disabled -> enabled: boolean, (read-only) F-Curve Modifier has invalid settings and will not be evaluated
FModifier.expanded -> show_expanded: boolean F-Curve Modifier's panel is expanded in UI
@@ -312,16 +312,16 @@ FluidFluidSettings.active -> active: boolean Object contributes to the flu
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
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_position: boolean Object will stay locked to a single point somewhere along the length of the curve regardless of time
+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
Function.registered -> registered: boolean, (read-only) Function is registered as callback as part of type registration
Function.registered_optional -> registered_optional: boolean, (read-only) Function is optionally registered as callback part of type registration
GPencilFrame.paint_lock -> lock_paint: boolean Frame is being edited (painted on)
-GPencilFrame.selected -> selected: boolean Frame is selected for editing in the DopeSheet
+GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet
GPencilLayer.active -> active: boolean Set active layer for editing
GPencilLayer.frame_lock -> lock_frame: boolean Lock current frame displayed by layer
-GPencilLayer.hide -> hidden: boolean Set layer Visibility
-GPencilLayer.locked -> use_lock: boolean Protect layer from further editing and/or frame changes
-GPencilLayer.selected -> selected: boolean Layer is selected for editing in the DopeSheet
+GPencilLayer.hide -> hide: boolean Set layer Visibility
+GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes
+GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet
GPencilLayer.show_points -> show_points: boolean Draw the points which make up the strokes (for debugging purposes)
GPencilLayer.use_onion_skinning -> use_onion_skin: boolean Ghost frames on either side of frame
GameBooleanProperty.value -> value: boolean Property value
@@ -354,7 +354,7 @@ GameSoftBodySettings.bending_const -> use_bending_constraint: boolean Enab
GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean Enable cluster collision between soft and rigid body
GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean Enable cluster collision between soft and soft body
GameSoftBodySettings.shape_match -> use_shape_match: boolean Enable soft body shape matching goal
-GlowSequence.only_boost -> useonly_boost: boolean Show the glow buffer only
+GlowSequence.only_boost -> use_only_boost: boolean Show the glow buffer only
GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean Only use the first and last parts of the stroke for snapping
Group.layer -> layer: boolean Layers visible when this groups is instanced as a dupli
ID.fake_user -> use_fake_user: boolean Saves this datablock even if it has no users
@@ -377,7 +377,7 @@ ImagePaint.use_occlude -> use_occlude: boolean Only paint onto the faces d
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.convert_float -> use_float: boolean Convert input to float data
-ImageSequence.de_interlace -> use_de_interlace: boolean For video movies to remove fields
+ImageSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
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.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
@@ -414,7 +414,7 @@ KeyMap.children_expanded -> show_expanded_children: boolean Children expan
KeyMap.items_expanded -> show_expanded_items: boolean Expanded in the user interface
TODO would use is_ * KeyMap.modal -> modal: boolean, (read-only) Indicates that a keymap is used for translate modal events for an operator
KeyMap.user_defined -> use_user_defined: boolean Keymap is defined by the user
-KeyMapItem.active -> use_active: boolean Activate or deactivate item
+KeyMapItem.active -> active: boolean Activate or deactivate item
TODO would use is_pressed * KeyMapItem.alt -> alt: boolean Alt key pressed
TODO would use is_pressed * KeyMapItem.any -> any: boolean Any modifier keys pressed
TODO would use is_pressed * KeyMapItem.ctrl -> ctrl: boolean Control key pressed
@@ -422,9 +422,9 @@ KeyMapItem.expanded -> show_expanded: boolean Show key map event and prope
TODO would use is_pressed * KeyMapItem.oskey -> oskey: boolean Operating system key pressed
TODO would use is_pressed * KeyMapItem.shift -> shift: boolean Shift key pressed
TODO * KeyboardSensor.all_keys -> all_keys: boolean Trigger this sensor on any keystroke
-TODO would use is_ * Keyframe.selected -> selected: boolean Control point selection status
-TODO would use is_ * Keyframe.selected_handle1 -> selected_handle1: boolean Handle 1 selection status
-TODO would use is_ * Keyframe.selected_handle2 -> selected_handle2: boolean Handle 2 selection status
+TODO would use is_ * Keyframe.selected -> select: boolean Control point selection status
+TODO would use is_ * Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
+TODO would use is_ * Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
KeyingSet.absolute -> use_absolute: boolean Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)
KeyingSet.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves
KeyingSet.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms'
@@ -436,13 +436,13 @@ KeyingSetPath.entire_array -> use_entire_array: boolean When an 'array/vec
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.pos_lock_x -> use_lock_pos_x: boolean Constraint position along X axis
-KinematicConstraint.pos_lock_y -> use_lock_pos_y: boolean Constraint position along Y axis
-KinematicConstraint.pos_lock_z -> use_lock_pos_z: boolean Constraint position along Z axis
-KinematicConstraint.rot_lock_x -> use_lock_rot_x: boolean Constraint rotation along X axis
-KinematicConstraint.rot_lock_y -> use_lock_rot_y: boolean Constraint rotation along Y axis
-KinematicConstraint.rot_lock_z -> use_lock_rot_z: boolean Constraint rotation along Z axis
-KinematicConstraint.use_position -> use_position: boolean Chain follows position of target
+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.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
@@ -457,23 +457,23 @@ LampTextureSlot.map_color -> use_map_color: boolean Lets the texture affec
LampTextureSlot.map_shadow -> use_map_shadow: boolean Lets the texture affect the shadow color of the lamp
Lattice.outside -> use_outside: boolean Only draw, and take into account, the outer vertices
LimitLocationConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well
-LimitLocationConstraint.use_maximum_x -> use_maximum_x: boolean Use the maximum X value
-LimitLocationConstraint.use_maximum_y -> use_maximum_y: boolean Use the maximum Y value
-LimitLocationConstraint.use_maximum_z -> use_maximum_z: boolean Use the maximum Z value
-LimitLocationConstraint.use_minimum_x -> use_minimum_x: boolean Use the minimum X value
-LimitLocationConstraint.use_minimum_y -> use_minimum_y: boolean Use the minimum Y value
-LimitLocationConstraint.use_minimum_z -> use_minimum_z: boolean Use the minimum Z value
+LimitLocationConstraint.use_maximum_x -> use_x_max: boolean Use the maximum X value
+LimitLocationConstraint.use_maximum_y -> use_y_max: boolean Use the maximum Y value
+LimitLocationConstraint.use_maximum_z -> use_z_max: boolean Use the maximum Z value
+LimitLocationConstraint.use_minimum_x -> use_x_min: boolean Use the minimum X value
+LimitLocationConstraint.use_minimum_y -> use_y_min: boolean Use the minimum Y value
+LimitLocationConstraint.use_minimum_z -> use_z_min: boolean Use the minimum Z value
LimitRotationConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well
-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
+LimitRotationConstraint.use_limit_x -> use_x_limit: boolean Use the minimum X value
+LimitRotationConstraint.use_limit_y -> use_y_limit: boolean Use the minimum Y value
+LimitRotationConstraint.use_limit_z -> use_z_limit: boolean Use the minimum Z value
LimitScaleConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well
-LimitScaleConstraint.use_maximum_x -> use_maximum_x: boolean Use the maximum X value
-LimitScaleConstraint.use_maximum_y -> use_maximum_y: boolean Use the maximum Y value
-LimitScaleConstraint.use_maximum_z -> use_maximum_z: boolean Use the maximum Z value
-LimitScaleConstraint.use_minimum_x -> use_minimum_x: boolean Use the minimum X value
-LimitScaleConstraint.use_minimum_y -> use_minimum_y: boolean Use the minimum Y value
-LimitScaleConstraint.use_minimum_z -> use_minimum_z: boolean Use the minimum Z value
+LimitScaleConstraint.use_maximum_x -> use_x_max: boolean Use the maximum X value
+LimitScaleConstraint.use_maximum_y -> use_y_max: boolean Use the maximum Y value
+LimitScaleConstraint.use_maximum_z -> use_z_max: boolean Use the maximum Z value
+LimitScaleConstraint.use_minimum_x -> use_x_min: boolean Use the minimum X value
+LimitScaleConstraint.use_minimum_y -> use_y_min: boolean Use the minimum Y value
+LimitScaleConstraint.use_minimum_z -> use_z_min: boolean Use the minimum Z value
Main.debug -> show_debug: boolean Print debugging information in console
Main.file_is_saved -> is_saved: boolean, (read-only) Has the current session been saved to disk as a .blend file
TODO * MaskModifier.invert -> invert: boolean Use vertices that are not part of region defined
@@ -537,8 +537,8 @@ MaterialTextureSlot.map_hardness -> use_map_hardness: boolean Causes the t
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_reflection: boolean Causes the texture to affect the reflected light's brightness
-MaterialTextureSlot.map_scattering -> use_map_scattering: boolean Causes the texture to affect the volume's scattering
+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
@@ -564,20 +564,20 @@ Mesh.use_mirror_topology -> use_mirror_topology: boolean Use topology base
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.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
-MeshColorLayer.active -> use_active: boolean Sets the layer as active for display and editing
-MeshColorLayer.active_render -> use_active_render: boolean Sets the layer as active for rendering
+MeshColorLayer.active -> active: boolean Sets the layer as active for display and editing
+MeshColorLayer.active_render -> active_render: boolean Sets the layer as active for rendering
MeshDeformModifier.dynamic -> dynamic: boolean Recompute binding dynamically on top of other deformers (slower and more memory consuming.)
MeshDeformModifier.invert -> invert: boolean Invert vertex group influence
MeshDeformModifier.is_bound -> is_bound: boolean, (read-only) Whether geometry has been bound to control cage
MeshEdge.fgon -> is_fgon: boolean, (read-only) Fgon edge
-TODO * MeshEdge.hidden -> hidden: boolean
+TODO * MeshEdge.hidden -> hide: boolean
MeshEdge.loose -> use_loose: boolean, (read-only) Loose edge
MeshEdge.seam -> use_seam: boolean Seam edge for UV unwrapping
-TODO * MeshEdge.selected -> selected: boolean
+TODO * MeshEdge.selected -> select: boolean
MeshEdge.sharp -> use_sharp: boolean Sharp edge for the EdgeSplit modifier
-TODO would use is_ * MeshFace.hidden -> hidden: boolean
-TODO would use is_ * MeshFace.selected -> selected: boolean
-TODO would use is_ * MeshFace.smooth -> smooth: boolean
+TODO would use is_ * MeshFace.hidden -> hide: boolean
+TODO would use is_ * MeshFace.selected -> select: boolean
+TODO would use is_ * MeshFace.smooth -> use_smooth: boolean
MeshTextureFace.alpha_sort -> use_alpha_sort: boolean Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)
MeshTextureFace.billboard -> use_billboard: boolean Billboard with Z-axis constraint
MeshTextureFace.collision -> use_collision: boolean Use face for collision and ray-sensor detection
@@ -590,16 +590,16 @@ MeshTextureFace.shared -> use_blend_shared: boolean Blend vertex colors ac
MeshTextureFace.tex -> use_render_texture: boolean Render face with texture
MeshTextureFace.text -> use_bitmap_text: boolean Enable bitmap text on face
MeshTextureFace.twoside -> use_twoside: boolean Render face two-sided
-MeshTextureFace.uv_pinned -> use_uv_pinned: boolean
-MeshTextureFace.uv_selected -> use_uv_selected: boolean
+MeshTextureFace.uv_pinned -> uv_pin: boolean
+MeshTextureFace.uv_selected -> uv_select: boolean
TODO * MeshTextureFaceLayer.active -> active: boolean Sets the layer as active for display and editing
TODO * MeshTextureFaceLayer.active_clone -> active_clone: boolean Sets the layer as active for cloning
TODO * MeshTextureFaceLayer.active_render -> active_render: boolean Sets the layer as active for rendering
-TODO * MeshVertex.hidden -> hidden: boolean
-TODO would use is_ * MeshVertex.selected -> selected: boolean
+TODO * MeshVertex.hidden -> hide: boolean
+TODO would use is_ * MeshVertex.selected -> select: boolean
MetaBall.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object
TODO * MetaElement.hide -> hide: boolean Hide element
-TODO would use is_ * MetaElement.negative -> negative: boolean Set metaball as negative one
+TODO would use is_ * MetaElement.negative -> use_negative: boolean Set metaball as negative one
MetaSequence.convert_float -> use_convert_float: boolean Convert input to float data
MetaSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
MetaSequence.flip_x -> use_flip_x: boolean Flip on the X axis
@@ -626,7 +626,7 @@ Modifier.realtime -> show_realtime: boolean Realtime display of a modifier
Modifier.render -> use_render: boolean Use modifier during rendering
TODO * MotionPath.editing -> editing: boolean Path is being edited
TODO * MotionPath.use_bone_head -> use_bone_head: boolean, (read-only) For PoseBone paths, use the bone head location when calculating this path
-TODO would use is_ * MotionPathVert.selected -> selected: boolean Path point is selected for editing
+TODO would use is_ * MotionPathVert.selected -> select: boolean Path point is selected for editing
MovieSequence.convert_float -> use_convert_float: boolean Convert input to float data
MovieSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
MovieSequence.flip_x -> use_flip_x: boolean Flip on the X axis
@@ -662,14 +662,14 @@ TODO I'd use is_ * NlaStrip.active -> active: boolean, (read-only) NLA Str
NlaStrip.animated_influence -> use_animated_influence: boolean Influence setting is controlled by an F-Curve rather than automatically determined
NlaStrip.animated_time -> use_animated_time: boolean Strip time is controlled by an F-Curve rather than automatically determined
NlaStrip.animated_time_cyclic -> use_animated_time_cyclic: boolean Cycle the animated time within the action start & end
-NlaStrip.auto_blending -> use_auto_blending: boolean Number of frames for Blending In/Out is automatically determined from overlapping strips
+NlaStrip.auto_blending -> use_auto_blend: boolean Number of frames for Blending In/Out is automatically determined from overlapping strips
TODO I'd use is_ * NlaStrip.muted -> muted: boolean NLA Strip is not evaluated
TODO I'd use is_ * NlaStrip.reversed -> reversed: boolean NLA Strip is played back in reverse order (only when timing is automatically determined)
-TODO I'd use is_ * NlaStrip.selected -> selected: boolean NLA Strip is selected
+TODO I'd use is_ * NlaStrip.selected -> select: boolean NLA Strip is selected
TODO I'd use is_ * NlaTrack.active -> active: boolean, (read-only) NLA Track is active
-TODO I'd use is_ * NlaTrack.locked -> locked: boolean NLA Track is locked
+TODO I'd use is_ * NlaTrack.locked -> lock: boolean NLA Track is locked
TODO I'd use is_ * NlaTrack.muted -> muted: boolean NLA Track is not evaluated
-TODO I'd use is_ * NlaTrack.selected -> selected: boolean NLA Track is selected
+TODO I'd use is_ * NlaTrack.selected -> select: boolean NLA Track is selected
NlaTrack.solo -> is_solo: boolean, (read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)
Object.draw_axis -> show_axis: boolean Displays the object's origin and axis
Object.draw_bounds -> show_bounds: boolean Displays the object's bounds
@@ -677,7 +677,7 @@ 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
-TODO * Object.duplis_used -> is_duplis_used: boolean, (read-only)
+TODO * Object.duplis_used -> is_duplis_used: boolean, (read-only)
TODO * Object.layers -> layers: boolean Layers the object is on
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
@@ -687,7 +687,7 @@ Object.lock_scale -> lock_scale: boolean Lock editing of scale in the inte
TODO * Object.restrict_render -> use_limit_render: boolean Restrict renderability
TODO * Object.restrict_select -> use_limit_select: boolean Restrict selection in the viewport
TODO * Object.restrict_view -> use_limit_view: boolean Restrict visibility in the viewport
-TODO * Object.selected -> selected: boolean Object selection state
+TODO * Object.selected -> 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
@@ -710,23 +710,23 @@ TODO * ObjectActuator.servo_limit_x -> use_limit_servo_x: boolean Set lim
TODO * ObjectActuator.servo_limit_y -> use_limit_servo_y: boolean Set limit to force along the Y axis
TODO * ObjectActuator.servo_limit_z -> use_limit_servo_z: boolean Set limit to force along the Z axis
TODO * ObjectBase.layers -> layers: boolean Layers the object base is on
-TODO * ObjectBase.selected -> selected: boolean Object base selection state
-TODO * ObjectBase.selected_user -> is_selected_user: boolean, (read-only) Object base user selection state, used to restore user selection after transformations
-TODO could be is_ * ObstacleFluidSettings.active -> use_active: boolean Object contributes to the fluid simulation
+TODO * ObjectBase.selected -> select: boolean Object base selection state
+TODO * ObjectBase.selected_user -> is_select_user: boolean, (read-only) Object base user selection state, used to restore user selection after transformations
+TODO could be is_ * ObstacleFluidSettings.active -> active: boolean Object contributes to the fluid simulation
ObstacleFluidSettings.export_animated_mesh -> use_export_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
TODO * Operator.has_reports -> has_reports: boolean, (read-only) Operator has a set of reports (warnings and errors) from last execution
-OperatorStrokeElement.flip -> use_flip: boolean
-OutflowFluidSettings.active -> use_active: boolean Object contributes to the fluid simulation
+OperatorStrokeElement.flip -> use_flip: boolean
+OutflowFluidSettings.active -> active: boolean Object contributes to the fluid simulation
OutflowFluidSettings.export_animated_mesh -> use_export_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
Paint.fast_navigate -> show_low_resolution: boolean For multires, show low resolution while navigating the view
-Paint.show_brush -> show_brush: boolean
-TODO * Panel.bl_default_closed -> bl_default_closed: boolean
-TODO * Panel.bl_show_header -> bl_show_header: boolean
+Paint.show_brush -> show_brush: boolean
+TODO * Panel.bl_default_closed -> bl_default_closed: boolean
+TODO * Panel.bl_show_header -> bl_show_header: boolean
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)
-TODO * Particle.no_disp -> no_disp: boolean
-TODO * Particle.rekey -> rekey: boolean
-TODO * Particle.unexist -> unexist: boolean
+TODO * Particle.no_disp -> no_disp: boolean
+TODO * Particle.rekey -> rekey: boolean
+TODO * Particle.unexist -> unexist: boolean
ParticleBrush.use_puff_volume -> use_puff_volume: boolean Apply puff to unselected end-points, (helps maintain hair volume when puffing root)
ParticleEdit.add_interpolate -> use_add_interpolate: boolean Interpolate new particles from the existing ones
ParticleEdit.auto_velocity -> use_auto_velocity: boolean Calculate point velocities automatically
@@ -754,8 +754,8 @@ ParticleSettings.billboard_lock -> lock_billboard: boolean Lock the billbo
ParticleSettings.boids_2d -> lock_boids_to_surface: boolean Constrain boids to a surface
ParticleSettings.branching -> use_branching: boolean Branch child paths from each other
ParticleSettings.child_effector -> use_child_effector: boolean Apply effectors to children
-ParticleSettings.child_guide -> use_child_guide: boolean
-ParticleSettings.child_render -> use_child_render: boolean
+ParticleSettings.child_guide -> use_child_guide: boolean
+ParticleSettings.child_render -> use_child_render: boolean
ParticleSettings.die_on_collision -> use_die_on_collision: boolean Particles die when they collide with a deflector object
ParticleSettings.died -> show_died: boolean Show particles after they have died
ParticleSettings.draw_health -> show_health: boolean Draw boid health
@@ -764,7 +764,7 @@ ParticleSettings.enable_simplify -> use_simplify: boolean Remove child str
ParticleSettings.even_distribution -> use_even_distribution: boolean Use even distribution from faces based on face areas or edge lengths
ParticleSettings.grid_invert -> invert_grid: boolean Invert what is considered object and what is not
ParticleSettings.hair_bspline -> use_hair_bspline: boolean Interpolate hair using B-Splines
-TODO * ParticleSettings.hair_geometry -> hair_geometry: boolean
+TODO * ParticleSettings.hair_geometry -> hair_geometry: boolean
ParticleSettings.material_color -> show_material_color: boolean Draw particles using material's diffuse color
ParticleSettings.num -> use_number: boolean Show particle number
ParticleSettings.parent -> use_parent: boolean Render parent particles
@@ -785,7 +785,7 @@ ParticleSettings.use_global_dupli -> use_global_dupli: boolean Use object'
ParticleSettings.use_group_count -> use_group_count: boolean Use object multiple times in the same group
ParticleSettings.velocity -> show_velocity: boolean Show particle velocity
ParticleSettings.velocity_length -> use_velocity_length: boolean Multiply line length by particle speed
-TODO * ParticleSettings.viewport -> viewport: boolean
+TODO * ParticleSettings.viewport -> viewport: boolean
ParticleSettings.whole_group -> use_whole_group: boolean Use whole group at once
ParticleSystem.editable -> is_editable: boolean, (read-only) Particle system can be edited in particle mode
ParticleSystem.edited -> is_edited: boolean, (read-only) Particle system has been edited in particle mode
@@ -805,14 +805,14 @@ ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughnes
ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size: boolean Negate the effect of the size vertex group
ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent: boolean Negate the effect of the tangent vertex group
ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity: boolean Negate the effect of the velocity vertex group
-TODO * ParticleTarget.valid -> valid: boolean Keyed particles target is valid
-PivotConstraint.use_relative_position -> use_relative_position: boolean Offset will be an absolute point in space instead of relative to the target
-PointCache.baked -> is_baked: boolean, (read-only)
-TODO * PointCache.baking -> baking: boolean, (read-only)
+TODO * ParticleTarget.valid -> is_valid: boolean Keyed particles target is valid
+PivotConstraint.use_relative_position -> use_relative_location: boolean Offset will be an absolute point in space instead of relative to the target
+PointCache.baked -> is_baked: boolean, (read-only)
+TODO * PointCache.baking -> baking: boolean, (read-only)
PointCache.disk_cache -> use_disk_cache: boolean Save cache files to disk (.blend file must be saved first)
PointCache.external -> use_external: boolean Read cache from an external location
-TODO * PointCache.frames_skipped -> frames_skipped: boolean, (read-only)
-PointCache.outdated -> is_outdated: boolean, (read-only)
+TODO * PointCache.frames_skipped -> frames_skipped: boolean, (read-only)
+PointCache.outdated -> is_outdated: boolean, (read-only)
PointCache.quick_cache -> use_quick_cache: boolean Update simulation with cache steps
PointCache.use_library_path -> use_library_path: boolean Use this files path when library linked into another file.
PointDensity.turbulence -> use_turbulence: boolean Add directed noise to the density at render-time
@@ -833,7 +833,7 @@ PoseBone.lock_rotation -> lock_rotation: boolean Lock editing of rotation
PoseBone.lock_rotation_w -> lock_rotation_w: boolean Lock editing of 'angle' component of four-component rotations in the interface
PoseBone.lock_rotations_4d -> lock_rotations_4d: boolean Lock editing of four component rotations by components (instead of as Eulers)
PoseBone.lock_scale -> lock_scale: boolean Lock editing of scale in the interface
-TODO * PoseBone.selected -> selected: boolean
+TODO * PoseBone.selected -> select: boolean
PoseTemplateSettings.generate_def_rig -> use_generate_def_rig: boolean Create a copy of the metarig, constrainted by the generated rig
Property.is_never_none -> is_never_none: boolean, (read-only) True when this value can't be set to None
Property.is_readonly -> is_readonly: boolean, (read-only) Property is editable through RNA
@@ -849,8 +849,8 @@ RaySensor.x_ray_mode -> use_x_ray_mode: boolean Toggle X-Ray option (see t
RegionView3D.box_clip -> use_box_clip: boolean Clip objects based on what's visible in other side views
RegionView3D.box_preview -> show_synced_view: boolean Sync view position between side views
RegionView3D.lock_rotation -> lock_rotation: boolean Lock view rotation in side views
-TODO * RenderEngine.bl_postprocess -> use_bl_postprocess: boolean
-TODO * RenderEngine.bl_preview -> use_bl_preview: boolean
+TODO * RenderEngine.bl_postprocess -> use_bl_postprocess: boolean
+TODO * RenderEngine.bl_preview -> use_bl_preview: boolean
TODO * RenderLayer.all_z -> all_z: boolean, (read-only) Fill in Z values for solid faces in invisible layers, for masking
TODO * RenderLayer.edge -> edge: boolean, (read-only) Render Edge-enhance in this Layer (only works for Solid faces)
TODO * RenderLayer.enabled -> enabled: boolean, (read-only) Disable or enable the render layer
@@ -936,10 +936,10 @@ RenderSettings.use_local_coords -> use_local_coords: boolean Vertex coordi
RenderSettings.use_overwrite -> use_overwrite: boolean Overwrite existing files while rendering
RenderSettings.use_placeholder -> use_placeholder: boolean Create empty placeholder files while rendering frames (similar to Unix 'touch')
RenderSettings.use_radiosity -> use_radiosity: boolean Calculate radiosity in a pre-process before rendering
-RenderSettings.use_raytracing -> use_raytracing: boolean Pre-calculate the raytrace accelerator and render raytracing effects
+RenderSettings.use_raytracing -> use_raytrace: boolean Pre-calculate the raytrace accelerator and render raytracing effects
RenderSettings.use_sequencer -> use_sequencer: boolean Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips exist
-RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview: boolean
-RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean
+RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview: boolean
+RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean
RenderSettings.use_shadows -> use_shadows: boolean Calculate shadows while rendering
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
@@ -1045,20 +1045,20 @@ Sensor.pulse_false_level -> use_pulse_false_level: boolean Activate FALSE
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
TODO * Sequence.frame_locked -> frame_locked: boolean Lock the animation curve to the global frame counter
-TODO * Sequence.left_handle_selected -> left_handle_selected: boolean
+TODO * Sequence.left_handle_selected -> select_left_handle: boolean
TODO * Sequence.lock -> lock: boolean Lock strip so that it can't be transformed
-TODO * Sequence.mute -> mute: boolean
-TODO * Sequence.right_handle_selected -> right_handle_selected: boolean
-TODO * Sequence.selected -> selected: boolean
+TODO * Sequence.mute -> mute: boolean
+TODO * Sequence.right_handle_selected -> select_right_handle: boolean
+TODO * Sequence.selected -> select: boolean
TODO * Sequence.use_effect_default_fade -> use_effect_default_fade: boolean Fade effect using the built-in default (usually make transition as long as effect strip)
-SequenceColorBalance.inverse_gain -> invert_gain: boolean
-SequenceColorBalance.inverse_gamma -> invert_gamma: boolean
-SequenceColorBalance.inverse_lift -> invert_lift: boolean
+SequenceColorBalance.inverse_gain -> invert_gain: boolean
+SequenceColorBalance.inverse_gamma -> invert_gamma: boolean
+SequenceColorBalance.inverse_lift -> invert_lift: boolean
ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse
ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal
ShaderNodeExtendedMaterial.specular -> use_specular: boolean Material Node outputs Specular
-ShaderNodeMapping.clamp_maximum -> use_clamp_to_maximum: boolean Clamp the output coordinate to a maximum value
-ShaderNodeMapping.clamp_minimum -> use_clamp_to_minimum: boolean Clamp the output coordinate to a minimum value
+ShaderNodeMapping.clamp_maximum -> use_clamp_to_max: boolean Clamp the output coordinate to a maximum value
+ShaderNodeMapping.clamp_minimum -> use_clamp_to_min: boolean Clamp the output coordinate to a minimum value
ShaderNodeMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse
ShaderNodeMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal
ShaderNodeMaterial.specular -> use_specular: boolean Material Node outputs Specular
@@ -1070,14 +1070,14 @@ TODO see below* ShrinkwrapConstraint.use_y -> use_y: boolean Projection ov
TODO see below* ShrinkwrapConstraint.use_z -> use_z: boolean Projection over Z Axis
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
+ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean
TODO * ShrinkwrapModifier.negative -> negative: boolean Allow vertices to move in the negative direction of axis
TODO * ShrinkwrapModifier.positive -> positive: boolean Allow vertices to move in the positive direction of axis
-ShrinkwrapModifier.x -> use_x: boolean
-ShrinkwrapModifier.y -> use_y: boolean
-ShrinkwrapModifier.z -> use_z: boolean
-SimpleDeformModifier.lock_x_axis -> lock_axis_x: boolean
-SimpleDeformModifier.lock_y_axis -> lock_axis_y: boolean
+ShrinkwrapModifier.x -> use_x: boolean
+ShrinkwrapModifier.y -> use_y: boolean
+ShrinkwrapModifier.z -> use_z: boolean
+SimpleDeformModifier.lock_x_axis -> lock_axis_x: boolean
+SimpleDeformModifier.lock_y_axis -> lock_axis_y: boolean
SimpleDeformModifier.relative -> use_relative: boolean Sets the origin of deform space to be relative to the object
SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke: boolean Enable smoke to disappear over time
SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log: boolean Using 1/x
@@ -1085,9 +1085,9 @@ SmokeDomainSettings.highres -> use_highres: boolean Enable high resolution
SmokeDomainSettings.initial_velocity -> use_initial_velocity: boolean Smoke inherits it's velocity from the emitter particle
SmokeDomainSettings.viewhighres -> show_highres: boolean Show high resolution (using amplification)
NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean Deletes smoke from simulation
-SmoothModifier.x -> use_x: boolean
-SmoothModifier.y -> use_y: boolean
-SmoothModifier.z -> use_z: boolean
+SmoothModifier.x -> use_x: boolean
+SmoothModifier.y -> use_y: boolean
+SmoothModifier.z -> use_z: boolean
SoftBodySettings.auto_step -> use_auto_step: boolean Use velocities for automagic step sizes
SoftBodySettings.diagnose -> use_diagnose: boolean Turn on SB diagnose console prints
SoftBodySettings.edge_collision -> use_edge_collision: boolean Edges collide too
@@ -1103,7 +1103,7 @@ SolidifyModifier.use_even_offset -> use_even_offset: boolean Maintain thic
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
-Sound.caching -> use_ram_caching: boolean The sound file is decoded and loaded into RAM
+Sound.caching -> use_ram_cache: boolean The sound file is decoded and loaded into RAM
SoundActuator.enable_sound_3d -> use_sound_3d: boolean Enable/Disable 3D Sound
SpaceConsole.show_report_debug -> show_report_debug: boolean Display debug reporting info
SpaceConsole.show_report_error -> show_report_error: boolean Display error text
@@ -1127,7 +1127,7 @@ SpaceGraphEditor.show_handles -> show_handles: boolean Show handles of Bez
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.draw_repeated -> show_repeated: boolean Draw the image repeated outside of the main view
-SpaceImageEditor.image_painting -> use_image_painting: boolean Enable image painting mode
+SpaceImageEditor.image_painting -> use_image_paint: boolean Enable image painting mode
SpaceImageEditor.image_pin -> show_image_pin: boolean Display current image regardless of object selection
SpaceImageEditor.show_paint -> show_paint: boolean, (read-only) Show paint related properties
SpaceImageEditor.show_render -> show_render: boolean, (read-only) Show render related properties
@@ -1169,13 +1169,13 @@ SpaceTextEditor.overwrite -> use_overwrite: boolean Overwrite characters w
SpaceTextEditor.syntax_highlight -> use_syntax_highlight: boolean Syntax highlight for scripting
SpaceTextEditor.word_wrap -> use_word_wrap: boolean Wrap words if there is not enough horizontal space
SpaceTimeline.only_selected -> use_only_selected: boolean Show keyframes for active Object and/or its selected channels only
-SpaceTimeline.play_all_3d -> use_play_all_3d: boolean
-SpaceTimeline.play_anim -> use_play_anim: boolean
-SpaceTimeline.play_buttons -> use_play_buttons: boolean
-SpaceTimeline.play_image -> use_play_image: boolean
-SpaceTimeline.play_nodes -> use_play_nodes: boolean
-SpaceTimeline.play_sequencer -> use_play_sequencer: boolean
-SpaceTimeline.play_top_left -> use_play_top_left: boolean
+SpaceTimeline.play_all_3d -> use_play_all_3d: boolean
+SpaceTimeline.play_anim -> use_play_anim: boolean
+SpaceTimeline.play_buttons -> use_play_buttons: boolean
+SpaceTimeline.play_image -> use_play_image: boolean
+SpaceTimeline.play_nodes -> use_play_nodes: boolean
+SpaceTimeline.play_sequencer -> use_play_sequencer: boolean
+SpaceTimeline.play_top_left -> use_play_top_left: boolean
SpaceTimeline.show_cframe_indicator -> show_cframe_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.draw_modified_edges -> show_modified_edges: boolean Draw edges after modifiers are applied
@@ -1203,10 +1203,10 @@ SpaceView3D.outline_selected -> show_outline_selected: boolean Show an out
SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean Manipulate object centers only
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
-TODO * SpaceView3D.used_layers -> used_layers: boolean, (read-only) Layers that contain something
+TODO * SpaceView3D.used_layers -> layers_used: boolean, (read-only) Layers that contain something
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_blending: boolean Blend two frames into the target for a smoother result
+SpeedControlSequence.frame_blending -> use_frame_blend: boolean Blend two frames into the target for a smoother result
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)
Spline.cyclic_u -> use_cyclic_u: boolean Make this curve or surface a closed loop in the U direction
@@ -1219,8 +1219,8 @@ SplineIKConstraint.chain_offset -> use_chain_offset: boolean Offset the en
TODO * SplineIKConstraint.even_divisions -> use_even_divisions: boolean Ignore the relative lengths of the bones when fitting to the curve
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.y_stretch -> use_y_stretch: boolean Stretch the Y axis of the bones to fit the curve
-TODO * SplinePoint.hidden -> hidden: boolean Visibility status
-TODO * SplinePoint.selected -> selected: boolean Selection status
+TODO * SplinePoint.hidden -> hide: boolean Visibility status
+TODO * SplinePoint.selected -> select_control_point: boolean Selection status
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.halo -> use_halo: boolean Renders spotlight with a volumetric halo (Buffer Shadows)
@@ -1229,25 +1229,25 @@ SpotLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects
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.square -> use_square: boolean Casts a square spot light shape
-TODO * StateActuator.state -> state: boolean
+TODO * StateActuator.state -> state: boolean
SubsurfModifier.optimal_display -> show_optimal: boolean Skip drawing/rendering of interior subdivided edges
SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean Use subsurf to subdivide UVs
SunLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects
SunLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows
SurfaceCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
SurfaceCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
-TexMapping.has_maximum -> use_clip_to_maximum: boolean Whether to use maximum clipping value
-TexMapping.has_minimum -> use_clip_to_minimum: boolean Whether to use minimum clipping value
+TexMapping.has_maximum -> use_clip_to_max: boolean Whether to use maximum clipping value
+TexMapping.has_minimum -> use_clip_to_min: boolean Whether to use minimum clipping value
Text.dirty -> is_dirty: boolean, (read-only) Text file has been edited since last save
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.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'
-TextCharacterFormat.bold -> use_bold: boolean
-TextCharacterFormat.italic -> use_italic: boolean
-TextCharacterFormat.style -> use_style: boolean
-TextCharacterFormat.underline -> use_underline: boolean
-TextCharacterFormat.wrap -> use_wrap: boolean
+TextCharacterFormat.bold -> use_bold: boolean
+TextCharacterFormat.italic -> use_italic: boolean
+TextCharacterFormat.style -> use_style: boolean
+TextCharacterFormat.underline -> use_underline: boolean
+TextCharacterFormat.wrap -> use_wrap: boolean
TextCurve.fast -> use_fast_editing: boolean Don't fill polygons while editing
TextCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
TextCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
@@ -1261,8 +1261,8 @@ TextureSlot.negate -> use_negate: boolean Inverts the values of the textur
TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean Converts texture RGB values to intensity (gray) values
TextureSlot.stencil -> use_stencil: boolean Use this texture as a blending value on the next texture
ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean Allow the use of colors indicating constraints/keyed status
-ThemeWidgetColors.shaded -> show_shaded: boolean
-TODO * TimelineMarker.selected -> selected: boolean Marker selection state
+ThemeWidgetColors.shaded -> show_shaded: boolean
+TODO * TimelineMarker.selected -> select: boolean Marker selection state
ToolSettings.auto_normalize -> use_auto_normalize: boolean Ensure all bone-deforming vertex groups add up to 1.0 while weight painting
ToolSettings.automerge_editing -> use_automerge_editing: boolean Automatically merge vertices moved to the same location
ToolSettings.bone_sketching -> use_bone_sketching: boolean DOC BROKEN
@@ -1276,13 +1276,13 @@ ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean Align
ToolSettings.snap_peel_object -> use_snap_peel_object: boolean Consider objects as whole when finding volume center
ToolSettings.snap_project -> use_snap_project: boolean Project vertices on the surface of other objects
ToolSettings.use_auto_keying -> use_keyframe_insert_auto: boolean Automatic keyframe insertion for Objects and Bones
-TODO * ToolSettings.uv_local_view -> showonly_uv_local_view: boolean Draw only faces with the currently displayed image assigned
+TODO * ToolSettings.uv_local_view -> show_only_uv_local_view: boolean Draw only faces with the currently displayed image assigned
ToolSettings.uv_sync_selection -> use_uv_sync_selection: boolean Keep UV and edit mode mesh selection in sync
TrackToConstraint.target_z -> use_target_z: boolean Target's Z axis, not World Z axis, will constraint the Up direction
TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean Extrapolate ranges
TransformSequence.uniform_scale -> use_uniform_scale: boolean Scale uniformly, preserving aspect ratio
-UILayout.active -> active: boolean
-UILayout.enabled -> enabled: boolean
+UILayout.active -> active: boolean
+UILayout.enabled -> enabled: boolean
UVProjectModifier.override_image -> show_override_image: boolean Override faces' current images with the given image
UnitSettings.use_separate -> use_separate: boolean Display units in pairs
UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_auto_available: boolean Automatic keyframe insertion in available curves
@@ -1312,10 +1312,9 @@ UserPreferencesEdit.snap_translate -> use_snap_grid_translate: boolean Sna
UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean Automatic keyframe insertion for Objects and Bones
UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean Current frame number can be manually set to a negative value
UserPreferencesEdit.use_visual_keying -> show_visual_keying: boolean Use Visual keying automatically for constrained objects
-
UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files: boolean Automatic saving of temporary files
UserPreferencesFilePaths.compress_file -> use_file_compression: boolean Enable file compression when saving .blend files
-UserPreferencesFilePaths.filter_file_extensions -> showonly_file_extensions: boolean Display only files with extensions in the image select window
+UserPreferencesFilePaths.filter_file_extensions -> show_only_file_extensions: boolean Display only files with extensions in the image select window
UserPreferencesFilePaths.hide_dot_files_datablocks -> show_dot_files_datablocks: boolean Hide files/datablocks that start with a dot(.*)
UserPreferencesFilePaths.load_ui -> use_load_ui: boolean Load user interface setup when loading .blend files
UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean Enables automatic saving of preview images in the .blend file
@@ -1374,9 +1373,9 @@ WaveModifier.z_normal -> use_normal_z: boolean Enable displacement along t
World.blend_sky -> use_sky_blend: boolean Render background with natural progression from horizon to zenith
World.paper_sky -> use_sky_paper: boolean Flatten blend or texture coordinates
World.real_sky -> use_sky_real: boolean Render background with a real horizon, relative to the camera angle
-WorldLighting.falloff -> use_falloff: boolean
-WorldLighting.pixel_cache -> use_ambient_occlusion_pixel_cache: boolean Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)
-WorldLighting.use_ambient_occlusion -> use_ambient_occlusion: boolean Use Ambient Occlusion to add shadowing based on distance between objects
+WorldLighting.falloff -> use_falloff: boolean
+WorldLighting.pixel_cache -> use_ao_pixel_cache: boolean Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)
+WorldLighting.use_ambient_occlusion -> use_ao: boolean Use Ambient Occlusion to add shadowing based on distance between objects
WorldLighting.use_environment_lighting -> use_environment_lighting: boolean Add light coming from the environment
WorldLighting.use_indirect_lighting -> use_indirect_lighting: boolean Add indirect light bouncing of surrounding objects
WorldMistSettings.use_mist -> use_mist: boolean Occlude objects with the environment color as they are further away
@@ -1384,4 +1383,4 @@ WorldStarsSettings.use_stars -> use_stars: boolean Enable starfield genera
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.map_zenith_up -> use_map_zenith_up: boolean Affect the color of the zenith above \ No newline at end of file