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authorCampbell Barton <ideasman42@gmail.com>2010-07-13 02:49:42 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-07-13 02:49:42 +0400
commit395d964a7029aaf0b6d30789f97c93f9bdce6067 (patch)
tree0d3e1dd1c94300ecf369fa8034db606591fab827 /source/blender/makesrna/rna_cleanup
parent5436008e40c9a385082afd1c7cf99c73163c061e (diff)
- minimum -> min, maximum -> max
- have min/max as suffix - replace unneeded use of common suffix 'ing' and 'ness' where possible - replace term 'brightness' for 'intensity'
Diffstat (limited to 'source/blender/makesrna/rna_cleanup')
-rw-r--r--source/blender/makesrna/rna_cleanup/rna_properties.txt152
1 files changed, 76 insertions, 76 deletions
diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt
index f6979075898..b55dcd58dfb 100644
--- a/source/blender/makesrna/rna_cleanup/rna_properties.txt
+++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt
@@ -12,8 +12,8 @@ ActionActuator.property -> property: string Use this property to define th
ActionConstraint.action -> action: pointer
ActionConstraint.frame_end -> frame_end: int Last frame of the Action to use
ActionConstraint.frame_start -> frame_start: int First frame of the Action to use
-ActionConstraint.maximum -> maximum: float Maximum value for target channel range
-ActionConstraint.minimum -> minimum: float Minimum value for target channel range
+ActionConstraint.maximum -> max: float Maximum value for target channel range
+ActionConstraint.minimum -> min: float Minimum value for target channel range
ActionConstraint.subtarget -> subtarget: string
ActionConstraint.target -> target: pointer Target Object
ActionConstraint.transform_channel -> transform_channel: enum Transformation channel from the target that is used to key the Action
@@ -148,7 +148,7 @@ BoidSettings.land_max_ave -> land_max_ave: float Maximum angular velocity
BoidSettings.land_max_speed -> land_max_speed: float Maximum speed on land
BoidSettings.land_personal_space -> land_personal_space: float Radius of boids personal space on land (% of particle size)
BoidSettings.land_stick_force -> land_stick_force: float How strong a force must be to start effecting a boid on land
-BoidSettings.landing_smoothness -> landing_smoothness: float How smoothly the boids land
+BoidSettings.landing_smoothness -> land_smooth: float How smoothly the boids land
BoidSettings.range -> range: float The maximum distance from which a boid can attack
BoidSettings.states -> states: collection, (read-only)
BoidSettings.strength -> strength: float Maximum caused damage on attack per second
@@ -156,7 +156,7 @@ BoidState.active_boid_rule -> active_boid_rule: pointer, (read-only)
BoidState.active_boid_rule_index -> active_boid_rule_index: int
BoidState.falloff -> falloff: float
BoidState.name -> name: string Boid state name
-BoidState.rule_fuzziness -> rule_fuzziness: float
+BoidState.rule_fuzziness -> rule_fuzzy: float
BoidState.rules -> rules: collection, (read-only)
BoidState.ruleset_type -> ruleset_type: enum How the rules in the list are evaluated
BoidState.volume -> volume: float
@@ -238,7 +238,7 @@ ClampToConstraint.target -> target: pointer Target Object
ClothCollisionSettings.collision_quality -> collision_quality: int How many collision iterations should be done. (higher is better quality but slower)
ClothCollisionSettings.friction -> friction: float Friction force if a collision happened. (higher = less movement)
ClothCollisionSettings.group -> group: pointer Limit colliders to this Group
-ClothCollisionSettings.min_distance -> min_distance: float Minimum distance between collision objects before collision response takes in
+ClothCollisionSettings.min_distance -> distance_min: float Minimum distance between collision objects before collision response takes in
ClothCollisionSettings.self_collision_quality -> self_collision_quality: int How many self collision iterations should be done. (higher is better quality but slower)
ClothCollisionSettings.self_friction -> self_friction: float Friction/damping with self contact
ClothCollisionSettings.self_min_distance -> self_min_distance: float 0.5 means no distance at all, 1.0 is maximum distance
@@ -348,7 +348,7 @@ CompositorNodeDBlur.zoom -> zoom: float
CompositorNodeDefocus.angle -> angle: int Bokeh shape rotation offset in degrees
CompositorNodeDefocus.bokeh -> bokeh: enum
CompositorNodeDefocus.f_stop -> f_stop: float Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius
-CompositorNodeDefocus.max_blur -> max_blur: float blur limit, maximum CoC radius, 0=no limit
+CompositorNodeDefocus.max_blur -> blur_max: float blur limit, maximum CoC radius, 0=no limit
CompositorNodeDefocus.samples -> samples: int Number of samples (16=grainy, higher=less noise)
CompositorNodeDefocus.threshold -> threshold: float CoC radius threshold, prevents background bleed on in-focus midground, 0=off
CompositorNodeDefocus.z_scale -> z_scale: float Scales the Z input when not using a zbuffer, controls maximum blur designated by the color white or input value 1
@@ -417,8 +417,8 @@ CompositorNodeTonemap.offset -> offset: float Normally always 1, but can b
CompositorNodeTonemap.tonemap_type -> tonemap_type: enum
CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, (read-only)
CompositorNodeVecBlur.factor -> factor: float Scaling factor for motion vectors; actually 'shutter speed' in frames
-CompositorNodeVecBlur.max_speed -> max_speed: int Maximum speed, or zero for none
-CompositorNodeVecBlur.min_speed -> min_speed: int Minimum speed for a pixel to be blurred; used to separate background from foreground
+CompositorNodeVecBlur.max_speed -> speed_max: int Maximum speed, or zero for none
+CompositorNodeVecBlur.min_speed -> speed_min: int Minimum speed for a pixel to be blurred; used to separate background from foreground
CompositorNodeVecBlur.samples -> samples: int
ConsoleLine.current_character -> current_character: int
ConsoleLine.line -> line: string Text in the line
@@ -440,9 +440,9 @@ ConstraintActuator.limit -> limit: enum
ConstraintActuator.limit_max -> limit_max: float
ConstraintActuator.limit_min -> limit_min: float
ConstraintActuator.material -> material: string Ray detects only Objects with this material
-ConstraintActuator.max_angle -> max_angle: float Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max
-ConstraintActuator.max_rotation -> max_rotation: float Reference Direction
-ConstraintActuator.min_angle -> min_angle: float Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max
+ConstraintActuator.max_angle -> angle_max: float Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max
+ConstraintActuator.max_rotation -> rotation_max: float Reference Direction
+ConstraintActuator.min_angle -> angle_min: float Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max
ConstraintActuator.mode -> mode: enum The type of the constraint
ConstraintActuator.property -> property: string Ray detect only Objects with this property
ConstraintActuator.range -> range: float Set the maximum length of ray
@@ -669,12 +669,12 @@ FModifierCycles.after_mode -> after_mode: enum Cycling mode to use after l
FModifierCycles.before_cycles -> before_cycles: float Maximum number of cycles to allow before first keyframe. (0 = infinite)
FModifierCycles.before_mode -> before_mode: enum Cycling mode to use before first keyframe
FModifierEnvelope.control_points -> control_points: collection, (read-only) Control points defining the shape of the envelope
-FModifierEnvelope.default_maximum -> default_maximum: float Upper distance from Reference Value for 1:1 default influence
-FModifierEnvelope.default_minimum -> default_minimum: float Lower distance from Reference Value for 1:1 default influence
+FModifierEnvelope.default_maximum -> default_max: float Upper distance from Reference Value for 1:1 default influence
+FModifierEnvelope.default_minimum -> default_min: float Lower distance from Reference Value for 1:1 default influence
FModifierEnvelope.reference_value -> reference_value: float Value that envelope's influence is centered around / based on
FModifierEnvelopeControlPoint.frame -> frame: float Frame this control-point occurs on
-FModifierEnvelopeControlPoint.maximum -> maximum: float Upper bound of envelope at this control-point
-FModifierEnvelopeControlPoint.minimum -> minimum: float Lower bound of envelope at this control-point
+FModifierEnvelopeControlPoint.maximum -> max: float Upper bound of envelope at this control-point
+FModifierEnvelopeControlPoint.minimum -> min: float Lower bound of envelope at this control-point
FModifierFunctionGenerator.amplitude -> amplitude: float Scale factor determining the maximum/minimum values
FModifierFunctionGenerator.function_type -> function_type: enum Type of built-in function to use
FModifierFunctionGenerator.phase_multiplier -> phase_multiplier: float Scale factor determining the 'speed' of the function
@@ -683,10 +683,10 @@ FModifierFunctionGenerator.value_offset -> value_offset: float Constant fa
FModifierGenerator.coefficients -> coefficients: float Coefficients for 'x' (starting from lowest power of x^0)
FModifierGenerator.mode -> mode: enum Type of generator to use
FModifierGenerator.poly_order -> poly_order: int The highest power of 'x' for this polynomial. (number of coefficients - 1)
-FModifierLimits.maximum_x -> maximum_x: float Highest X value to allow
-FModifierLimits.maximum_y -> maximum_y: float Highest Y value to allow
-FModifierLimits.minimum_x -> minimum_x: float Lowest X value to allow
-FModifierLimits.minimum_y -> minimum_y: float Lowest Y value to allow
+FModifierLimits.maximum_x -> max_x: float Highest X value to allow
+FModifierLimits.maximum_y -> max_y: float Highest Y value to allow
+FModifierLimits.minimum_x -> min_x: float Lowest X value to allow
+FModifierLimits.minimum_y -> min_y: float Lowest Y value to allow
FModifierNoise.depth -> depth: int Amount of fine level detail present in the noise
FModifierNoise.modification -> modification: enum Method of modifying the existing F-Curve
FModifierNoise.phase -> phase: float A random seed for the noise effect
@@ -716,13 +716,13 @@ FieldSettings.guide_minimum -> guide_minimum: float The distance from whic
FieldSettings.harmonic_damping -> harmonic_damping: float Damping of the harmonic force
FieldSettings.inflow -> inflow: float Inwards component of the vortex force
FieldSettings.linear_drag -> linear_drag: float Drag component proportional to velocity
-FieldSettings.maximum_distance -> maximum_distance: float Maximum distance for the field to work
-FieldSettings.minimum_distance -> minimum_distance: float Minimum distance for the field's fall-off
+FieldSettings.maximum_distance -> distance_max: float Maximum distance for the field to work
+FieldSettings.minimum_distance -> distance_min: float Minimum distance for the field's fall-off
FieldSettings.noise -> noise: float Noise of the force
FieldSettings.quadratic_drag -> quadratic_drag: float Drag component proportional to the square of velocity
FieldSettings.radial_falloff -> radial_falloff: float Radial falloff power (real gravitational falloff = 2)
-FieldSettings.radial_maximum -> radial_maximum: float Maximum radial distance for the field to work
-FieldSettings.radial_minimum -> radial_minimum: float Minimum radial distance for the field's fall-off
+FieldSettings.radial_maximum -> radial_max: float Maximum radial distance for the field to work
+FieldSettings.radial_minimum -> radial_min: float Minimum radial distance for the field's fall-off
FieldSettings.rest_length -> rest_length: float Rest length of the harmonic force
FieldSettings.seed -> seed: int Seed of the noise
FieldSettings.shape -> shape: enum Which direction is used to calculate the effector force
@@ -773,8 +773,8 @@ GPencilLayer.active_frame -> active_frame: pointer, (read-only) Frame curr
GPencilLayer.color -> color: float Color for all strokes in this layer
GPencilLayer.frames -> frames: collection, (read-only) Sketches for this layer on different frames
GPencilLayer.info -> info: string Layer name
-GPencilLayer.line_thickness -> line_thickness: int Thickness of strokes (in pixels)
-GPencilLayer.max_ghost_range -> max_ghost_range: int Maximum number of frames on either side of the active frame to show (0 = show the 'first' available sketch on either side)
+GPencilLayer.line_thickness -> line_width: int Thickness of strokes (in pixels)
+GPencilLayer.max_ghost_range -> ghost_range_max: int Maximum number of frames on either side of the active frame to show (0 = show the 'first' available sketch on either side)
GPencilLayer.opacity -> opacity: float Layer Opacity
GPencilStroke.points -> points: collection, (read-only) Stroke data points
GPencilStrokePoint.co -> co: float
@@ -791,8 +791,8 @@ GameObjectSettings.damping -> damping: float General movement damping
GameObjectSettings.form_factor -> form_factor: float Form factor scales the inertia tensor
GameObjectSettings.friction_coefficients -> friction_coefficients: float Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled
GameObjectSettings.mass -> mass: float Mass of the object
-GameObjectSettings.maximum_velocity -> maximum_velocity: float Clamp velocity to this maximum speed
-GameObjectSettings.minimum_velocity -> minimum_velocity: float Clamp velocity to this minimum speed (except when totally still)
+GameObjectSettings.maximum_velocity -> velocity_max: float Clamp velocity to this maximum speed
+GameObjectSettings.minimum_velocity -> velocity_min: float Clamp velocity to this minimum speed (except when totally still)
GameObjectSettings.physics_type -> physics_type: enum Selects the type of physical representation
GameObjectSettings.properties -> properties: collection, (read-only) Game engine properties
GameObjectSettings.radius -> radius: float Radius of bounding sphere and material physics
@@ -803,7 +803,7 @@ GameProperty.name -> name: string Available as GameObject attributes in th
GameProperty.type -> type: enum
GameSoftBodySettings.cluster_iterations -> cluster_iterations: int Specify the number of cluster iterations
GameSoftBodySettings.dynamic_friction -> dynamic_friction: float Dynamic Friction
-GameSoftBodySettings.linstiff -> linstiff: float Linear stiffness of the soft body links
+GameSoftBodySettings.linstiff -> linear_stiffness: float Linear stiffness of the soft body links
GameSoftBodySettings.margin -> margin: float Collision margin for soft body. Small value makes the algorithm unstable
GameSoftBodySettings.position_iterations -> position_iterations: int Position solver iterations
GameSoftBodySettings.threshold -> threshold: float Shape matching threshold
@@ -909,9 +909,9 @@ IntProperty.step -> step: int, (read-only) Step size used by number button
Itasc.dampeps -> dampeps: float Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1
Itasc.dampmax -> dampmax: float Maximum damping coefficient when singular value is nearly 0. Higher values=more stability, less reactivity. Default=0.5
Itasc.feedback -> feedback: float Feedback coefficient for error correction. Average response time=1/feedback. Default=20
-Itasc.max_step -> max_step: float Higher bound for timestep in second in case of automatic substeps
-Itasc.max_velocity -> max_velocity: float Maximum joint velocity in rad/s. Default=50
-Itasc.min_step -> min_step: float Lower bound for timestep in second in case of automatic substeps
+Itasc.max_step -> step_max: float Higher bound for timestep in second in case of automatic substeps
+Itasc.max_velocity -> velocity_max: float Maximum joint velocity in rad/s. Default=50
+Itasc.min_step -> step_min: float Lower bound for timestep in second in case of automatic substeps
Itasc.mode -> mode: enum
Itasc.num_iter -> num_iter: int Maximum number of iterations for convergence in case of reiteration
Itasc.num_step -> num_step: int Divides the frame interval into this many steps
@@ -998,13 +998,13 @@ LampSkySettings.atmosphere_extinction -> atmosphere_extinction: float Exti
LampSkySettings.atmosphere_inscattering -> atmosphere_inscattering: float Scatter contribution factor
LampSkySettings.atmosphere_turbidity -> atmosphere_turbidity: float Sky turbidity
LampSkySettings.backscattered_light -> backscattered_light: float Backscattered light
-LampSkySettings.horizon_brightness -> horizon_brightness: float Horizon brightness
+TODO * LampSkySettings.horizon_brightness -> horizon_intensity: float Horizon brightness
LampSkySettings.sky_blend -> sky_blend: float Blend factor with sky
LampSkySettings.sky_blend_type -> sky_blend_type: enum Blend mode for combining sun sky with world sky
LampSkySettings.sky_color_space -> sky_color_space: enum Color space to use for internal XYZ->RGB color conversion
LampSkySettings.sky_exposure -> sky_exposure: float Strength of sky shading exponential exposure correction
LampSkySettings.spread -> spread: float Horizon Spread
-LampSkySettings.sun_brightness -> sun_brightness: float Sun brightness
+TODO * LampSkySettings.sun_brightness -> sun_intensity: float Sun brightness
LampSkySettings.sun_intensity -> sun_intensity: float Sun intensity
LampSkySettings.sun_size -> sun_size: float Sun size
LampTextureSlot.color_factor -> color_factor: float Amount texture affects color values
@@ -1031,24 +1031,24 @@ LimitDistanceConstraint.distance -> distance: float Radius of limiting sph
LimitDistanceConstraint.limit_mode -> limit_mode: enum Distances in relation to sphere of influence to allow
LimitDistanceConstraint.subtarget -> subtarget: string
LimitDistanceConstraint.target -> target: pointer Target Object
-LimitLocationConstraint.maximum_x -> maximum_x: float Highest X value to allow
-LimitLocationConstraint.maximum_y -> maximum_y: float Highest Y value to allow
-LimitLocationConstraint.maximum_z -> maximum_z: float Highest Z value to allow
-LimitLocationConstraint.minimum_x -> minimum_x: float Lowest X value to allow
-LimitLocationConstraint.minimum_y -> minimum_y: float Lowest Y value to allow
-LimitLocationConstraint.minimum_z -> minimum_z: float Lowest Z value to allow
-LimitRotationConstraint.maximum_x -> maximum_x: float Highest X value to allow
-LimitRotationConstraint.maximum_y -> maximum_y: float Highest Y value to allow
-LimitRotationConstraint.maximum_z -> maximum_z: float Highest Z value to allow
-LimitRotationConstraint.minimum_x -> minimum_x: float Lowest X value to allow
-LimitRotationConstraint.minimum_y -> minimum_y: float Lowest Y value to allow
-LimitRotationConstraint.minimum_z -> minimum_z: float Lowest Z value to allow
-LimitScaleConstraint.maximum_x -> maximum_x: float Highest X value to allow
-LimitScaleConstraint.maximum_y -> maximum_y: float Highest Y value to allow
-LimitScaleConstraint.maximum_z -> maximum_z: float Highest Z value to allow
-LimitScaleConstraint.minimum_x -> minimum_x: float Lowest X value to allow
-LimitScaleConstraint.minimum_y -> minimum_y: float Lowest Y value to allow
-LimitScaleConstraint.minimum_z -> minimum_z: float Lowest Z value to allow
+LimitLocationConstraint.maximum_x -> max_x: float Highest X value to allow
+LimitLocationConstraint.maximum_y -> max_y: float Highest Y value to allow
+LimitLocationConstraint.maximum_z -> max_z: float Highest Z value to allow
+LimitLocationConstraint.minimum_x -> min_x: float Lowest X value to allow
+LimitLocationConstraint.minimum_y -> min_y: float Lowest Y value to allow
+LimitLocationConstraint.minimum_z -> min_z: float Lowest Z value to allow
+LimitRotationConstraint.maximum_x -> max_x: float Highest X value to allow
+LimitRotationConstraint.maximum_y -> max_y: float Highest Y value to allow
+LimitRotationConstraint.maximum_z -> max_z: float Highest Z value to allow
+LimitRotationConstraint.minimum_x -> min_x: float Lowest X value to allow
+LimitRotationConstraint.minimum_y -> min_y: float Lowest Y value to allow
+LimitRotationConstraint.minimum_z -> min_z: float Lowest Z value to allow
+LimitScaleConstraint.maximum_x -> max_x: float Highest X value to allow
+LimitScaleConstraint.maximum_y -> max_y: float Highest Y value to allow
+LimitScaleConstraint.maximum_z -> max_z: float Highest Z value to allow
+LimitScaleConstraint.minimum_x -> min_x: float Lowest X value to allow
+LimitScaleConstraint.minimum_y -> min_y: float Lowest Y value to allow
+LimitScaleConstraint.minimum_z -> min_z: float Lowest Z value to allow
LockedTrackConstraint.locked -> locked: enum Axis that points upward
LockedTrackConstraint.subtarget -> subtarget: string
LockedTrackConstraint.target -> target: pointer Target Object
@@ -1128,13 +1128,13 @@ Material.physics -> physics: pointer, (read-only) Game physics settings
Material.preview_render_type -> preview_render_type: enum Type of preview render
Material.raytrace_mirror -> raytrace_mirror: pointer, (read-only) Raytraced reflection settings for the material
Material.raytrace_transparency -> raytrace_transparency: pointer, (read-only) Raytraced transparency settings for the material
-Material.roughness -> roughness: float Oren-Nayar Roughness
+Material.roughness -> rough: float Oren-Nayar Roughness
Material.shadow_buffer_bias -> shadow_buffer_bias: float Factor to multiply shadow buffer bias with (0 is ignore.)
Material.shadow_casting_alpha -> shadow_casting_alpha: float Shadow casting alpha, in use for Irregular and Deep shadow buffer
Material.shadow_ray_bias -> shadow_ray_bias: float Shadow raytracing bias to prevent terminator problems on shadow boundary
Material.specular_alpha -> specular_alpha: float Alpha transparency for specular areas
Material.specular_color -> specular_color: float Specular color of the material
-Material.specular_hardness -> specular_hardness: int
+Material.specular_hardness -> specular_hard: int
Material.specular_intensity -> specular_intensity: float
Material.specular_ior -> specular_ior: float
Material.specular_ramp -> specular_ramp: pointer, (read-only) Color ramp used to affect specular shading
@@ -1159,7 +1159,7 @@ MaterialHalo.flare_seed -> flare_seed: int Specifies an offset in the flar
MaterialHalo.flare_size -> flare_size: float Sets the factor by which the flare is larger than the halo
MaterialHalo.flare_subsize -> flare_subsize: float Sets the dimension of the subflares, dots and circles
MaterialHalo.flares_sub -> flares_sub: int Sets the number of subflares
-MaterialHalo.hardness -> hardness: int Sets the hardness of the halo
+MaterialHalo.hardness -> hard: int Sets the hardness of the halo
MaterialHalo.line_number -> line_number: int Sets the number of star shaped lines rendered over the halo
MaterialHalo.rings -> rings: int Sets the number of rings rendered over the halo
MaterialHalo.seed -> seed: int Randomizes ring dimension and line location
@@ -1194,7 +1194,7 @@ MaterialSlot.link -> link: enum Link material to object or the object's da
MaterialSlot.material -> material: pointer Material datablock used by this material slot
MaterialSlot.name -> name: string, (read-only) Material slot name
MaterialStrand.blend_distance -> blend_distance: float Worldspace distance over which to blend in the surface normal
-MaterialStrand.min_size -> min_size: float Minimum size of strands in pixels
+MaterialStrand.min_size -> size_min: float Minimum size of strands in pixels
MaterialStrand.root_size -> root_size: float Start size of strands in pixels or Blender units
MaterialStrand.shape -> shape: float Positive values make strands rounder, negative makes strands spiky
MaterialStrand.tip_size -> tip_size: float End size of strands in pixels or Blender units
@@ -1221,7 +1221,7 @@ MaterialTextureSlot.diffuse_factor -> diffuse_factor: float Amount texture
MaterialTextureSlot.displacement_factor -> displacement_factor: float Amount texture displaces the surface
MaterialTextureSlot.emission_factor -> emission_factor: float Amount texture affects emission
MaterialTextureSlot.emit_factor -> emit_factor: float Amount texture affects emission
-MaterialTextureSlot.hardness_factor -> hardness_factor: float Amount texture affects hardness
+MaterialTextureSlot.hardness_factor -> hard_factor: float Amount texture affects hardness
MaterialTextureSlot.mapping -> mapping: enum
MaterialTextureSlot.mirror_factor -> mirror_factor: float Amount texture affects mirror color
MaterialTextureSlot.normal_factor -> normal_factor: float Amount texture affects normal values
@@ -1496,7 +1496,7 @@ Object.location -> location: float Location of the object
Object.material_slots -> material_slots: collection, (read-only) Material slots in the object
Object.matrix_local -> matrix_local: float Parent relative transformation matrix
Object.matrix_world -> matrix_world: float Worldspace transformation matrix
-Object.max_draw_type -> max_draw_type: enum Maximum draw type to display object with in viewport
+Object.max_draw_type -> draw_type: enum Maximum draw type to display object with in viewport
Object.mode -> mode: enum, (read-only) Object interaction mode
Object.modifiers -> modifiers: collection, (read-only) Modifiers affecting the geometric data of the object
Object.motion_path -> motion_path: pointer, (read-only) Motion Path for this element
@@ -1752,9 +1752,9 @@ ParticleSystem.vertex_group_field -> vertex_group_field: string Vertex gro
ParticleSystem.vertex_group_kink -> vertex_group_kink: string Vertex group to control kink
ParticleSystem.vertex_group_length -> vertex_group_length: string Vertex group to control length
ParticleSystem.vertex_group_rotation -> vertex_group_rotation: string Vertex group to control rotation
-ParticleSystem.vertex_group_roughness1 -> vertex_group_roughness1: string Vertex group to control roughness 1
-ParticleSystem.vertex_group_roughness2 -> vertex_group_roughness2: string Vertex group to control roughness 2
-ParticleSystem.vertex_group_roughness_end -> vertex_group_roughness_end: string Vertex group to control roughness end
+ParticleSystem.vertex_group_roughness1 -> vertex_group_rough1: string Vertex group to control roughness 1
+ParticleSystem.vertex_group_roughness2 -> vertex_group_rough2: string Vertex group to control roughness 2
+ParticleSystem.vertex_group_roughness_end -> vertex_group_rough_end: string Vertex group to control roughness end
ParticleSystem.vertex_group_size -> vertex_group_size: string Vertex group to control size
ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string Vertex group to control tangent
ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string Vertex group to control velocity
@@ -1783,7 +1783,7 @@ PointCache.step -> step: int Number of frames between cached frames
PointDensity.color_ramp -> color_ramp: pointer, (read-only)
PointDensity.color_source -> color_source: enum Data to derive color results from
PointDensity.falloff -> falloff: enum Method of attenuating density by distance from the point
-PointDensity.falloff_softness -> falloff_softness: float Softness of the 'soft' falloff option
+PointDensity.falloff_softness -> falloff_soft: float Softness of the 'soft' falloff option
PointDensity.noise_basis -> noise_basis: enum Noise formula used for turbulence
PointDensity.object -> object: pointer Object to take point data from
PointDensity.particle_cache -> particle_cache: enum Co-ordinate system to cache particles in
@@ -1865,8 +1865,8 @@ PropertyActuator.object_property -> object_property: string Copy this prop
PropertyActuator.property -> property: string The name of the property
PropertyActuator.value -> value: string The value to use, use "" around strings
PropertySensor.evaluation_type -> evaluation_type: enum Type of property evaluation
-PropertySensor.max_value -> max_value: string Specify maximum value in Interval type
-PropertySensor.min_value -> min_value: string Specify minimum value in Interval type
+PropertySensor.max_value -> value_max: string Specify maximum value in Interval type
+PropertySensor.min_value -> value_min: string Specify minimum value in Interval type
PropertySensor.property -> property: string
PropertySensor.value -> value: string Check for this value in types in Equal or Not Equal types
PythonConstraint.number_of_targets -> number_of_targets: int Usually only 1-3 are needed
@@ -2023,7 +2023,7 @@ Scene.objects -> objects: collection, (read-only)
Scene.orientations -> orientations: collection, (read-only)
Scene.pose_templates -> pose_templates: pointer, (read-only) Pose Template Settings
Scene.pov_radio_adc_bailout -> pov_radio_adc_bailout: float The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results
-Scene.pov_radio_brightness -> pov_radio_brightness: float Amount objects are brightened before being returned upwards to the rest of the system
+Scene.pov_radio_brightness -> pov_radio_intensity: float Amount objects are brightened before being returned upwards to the rest of the system
Scene.pov_radio_count -> pov_radio_count: int Number of rays that are sent out whenever a new radiosity value has to be calculated
Scene.pov_radio_error_bound -> pov_radio_error_bound: float One of the two main speed/quality tuning values, lower values are more accurate
Scene.pov_radio_gray_threshold -> pov_radio_gray_threshold: float One of the two main speed/quality tuning values, lower values are more accurate
@@ -2140,8 +2140,8 @@ ShaderNodeExtendedMaterial.material -> material: pointer
ShaderNodeGeometry.color_layer -> color_layer: string
ShaderNodeGeometry.uv_layer -> uv_layer: string
ShaderNodeMapping.location -> location: float Location offset for the input coordinate
-ShaderNodeMapping.maximum -> maximum: float Maximum value to clamp coordinate to
-ShaderNodeMapping.minimum -> minimum: float Minimum value to clamp coordinate to
+ShaderNodeMapping.maximum -> max: float Maximum value to clamp coordinate to
+ShaderNodeMapping.minimum -> min: float Minimum value to clamp coordinate to
ShaderNodeMapping.rotation -> rotation: float Rotation offset for the input coordinate
ShaderNodeMapping.scale -> scale: float Scale adjustment for the input coordinate
ShaderNodeMaterial.material -> material: pointer
@@ -2242,8 +2242,8 @@ SoftBodySettings.lrot -> lrot: float Estimated rotation matrix
SoftBodySettings.lscale -> lscale: float Estimated scale matrix
SoftBodySettings.mass -> mass: float General Mass value
SoftBodySettings.mass_vertex_group -> mass_vertex_group: string Control point mass values
-SoftBodySettings.maxstep -> maxstep: int Maximal # solver steps/frame
-SoftBodySettings.minstep -> minstep: int Minimal # solver steps/frame
+SoftBodySettings.maxstep -> step_max: int Maximal # solver steps/frame
+SoftBodySettings.minstep -> step_min: int Minimal # solver steps/frame
SoftBodySettings.plastic -> plastic: float Permanent deform
SoftBodySettings.pull -> pull: float Edge spring stiffness when longer than rest length
SoftBodySettings.push -> push: float Edge spring stiffness when shorter than rest length
@@ -2262,9 +2262,9 @@ Sound.packed_file -> packed_file: pointer, (read-only)
SoundActuator.cone_inner_angle_3d -> cone_inner_angle_3d: float The angle of the inner cone
SoundActuator.cone_outer_angle_3d -> cone_outer_angle_3d: float The angle of the outer cone
SoundActuator.cone_outer_gain_3d -> cone_outer_gain_3d: float The gain outside the outer cone. The gain in the outer cone will be interpolated between this value and the normal gain in the inner cone
-SoundActuator.max_distance_3d -> max_distance_3d: float The maximum distance at which you can hear the sound
-SoundActuator.maximum_gain_3d -> maximum_gain_3d: float The maximum gain of the sound, no matter how near it is
-SoundActuator.minimum_gain_3d -> minimum_gain_3d: float The minimum gain of the sound, no matter how far it is away
+SoundActuator.max_distance_3d -> distance_3d_max: float The maximum distance at which you can hear the sound
+SoundActuator.maximum_gain_3d -> gain_3d_max: float The maximum gain of the sound, no matter how near it is
+SoundActuator.minimum_gain_3d -> gain_3d_min: float The minimum gain of the sound, no matter how far it is away
SoundActuator.mode -> mode: enum
SoundActuator.pitch -> pitch: float Sets the pitch of the sound
SoundActuator.reference_distance_3d -> reference_distance_3d: float The distance where the sound has a gain of 1.0
@@ -2410,7 +2410,7 @@ StretchToConstraint.subtarget -> subtarget: string
StretchToConstraint.target -> target: pointer Target Object
StretchToConstraint.volume -> volume: enum Maintain the object's volume as it stretches
StringProperty.default -> default: string, (read-only) string default value
-StringProperty.max_length -> max_length: int, (read-only) Maximum length of the string, 0 means unlimited
+StringProperty.max_length -> length_max: int, (read-only) Maximum length of the string, 0 means unlimited
Struct.base -> base: pointer, (read-only) Struct definition this is derived from
Struct.description -> description: string, (read-only) Description of the Struct's purpose
Struct.functions -> functions: collection, (read-only)
@@ -2435,8 +2435,8 @@ SunLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum Met
SunLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows)
SunLamp.sky -> sky: pointer, (read-only) Sky related settings for sun lamps
TexMapping.location -> location: float
-TexMapping.maximum -> maximum: float Maximum value for clipping
-TexMapping.minimum -> minimum: float Minimum value for clipping
+TexMapping.maximum -> max: float Maximum value for clipping
+TexMapping.minimum -> min: float Minimum value for clipping
TexMapping.rotation -> rotation: float
TexMapping.scale -> scale: float
Text.current_character -> current_character: int, (read-only) Index of current character in current line, and also start index of character in selection if one exists
@@ -2474,7 +2474,7 @@ TextMarker.group -> group: int, (read-only)
TextMarker.line -> line: int, (read-only) Line in which the marker is located
TextMarker.start -> start: int, (read-only) Start position of the marker in the line
Texture.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock
-Texture.brightness -> brightness: float
+Texture.brightness -> intensity: float
Texture.color_ramp -> color_ramp: pointer, (read-only)
Texture.contrast -> contrast: float
Texture.factor_blue -> factor_blue: float
@@ -3180,7 +3180,7 @@ WorldMistSettings.intensity -> intensity: float Intensity of the mist effe
WorldMistSettings.start -> start: float Starting distance of the mist, measured from the camera
WorldStarsSettings.average_separation -> average_separation: float Average distance between any two stars
WorldStarsSettings.color_randomization -> color_randomization: float Randomize star colors
-WorldStarsSettings.min_distance -> min_distance: float Minimum distance to the camera for stars
+WorldStarsSettings.min_distance -> distance_min: float Minimum distance to the camera for stars
WorldStarsSettings.size -> size: float Average screen dimension of stars
WorldTextureSlot.blend_factor -> blend_factor: float Amount texture affects color progression of the background
WorldTextureSlot.horizon_factor -> horizon_factor: float Amount texture affects color of the horizon