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authorCampbell Barton <ideasman42@gmail.com>2010-08-20 12:11:26 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-08-20 12:11:26 +0400
commit6da7684ca63f9f396fe90ae8927ee3bf17a8106f (patch)
tree05ee7d5f431cb693cf741f5fbfb702b24d482367 /source/blender/makesrna/rna_cleanup
parent4f5f868a523430aa41de8bd63f888878aaf63002 (diff)
fixed [#23400] Unable to import *.3ds/*.obj files with textures
changed some rna names to be more consistant - use_texture -> use_image, since it sets if 'image' is used. - use_map_color_diff -> use_map_color_diffuse since diffuse is used elsewhere in the same type.
Diffstat (limited to 'source/blender/makesrna/rna_cleanup')
-rw-r--r--source/blender/makesrna/rna_cleanup/rna_properties.txt1089
1 files changed, 545 insertions, 544 deletions
diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt
index 2a4d0070189..18f6af11876 100644
--- a/source/blender/makesrna/rna_cleanup/rna_properties.txt
+++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt
@@ -183,8 +183,8 @@
#AnimViz.motion_path -> motion_path: pointer, "(read-only) Motion Path settings for visualisation"
#AnimViz.onion_skin_frames -> onion_skin_frames: pointer, "(read-only) Onion Skinning (ghosting) settings for visualisation"
#+ * AnimVizMotionPaths.bake_location -> bake_location: enum "When calculating Bone Paths, use Head or Tips"
- + * AnimVizMotionPaths.after_current -> frame_after: int "Number of frames to show after the current frame (only for Around Current Frame Onion-skinning method)"
- + * AnimVizMotionPaths.before_current -> frame_before: int "Number of frames to show before the current frame (only for Around Current Frame Onion-skinning method)"
+#AnimVizMotionPaths.frame_after -> frame_after: int "Number of frames to show after the current frame (only for Around Current Frame Onion-skinning method)"
+#AnimVizMotionPaths.frame_before -> frame_before: int "Number of frames to show before the current frame (only for Around Current Frame Onion-skinning method)"
#+ * AnimVizMotionPaths.frame_end -> frame_end: int "End frame of range of paths to display/calculate (not for Around Current Frame Onion-skinning method)"
#+ * AnimVizMotionPaths.frame_start -> frame_start: int "Starting frame of range of paths to display/calculate (not for Around Current Frame Onion-skinning method)"
#+ * AnimVizMotionPaths.frame_step -> frame_step: int "Number of frames between paths shown (not for On Keyframes Onion-skinning method)"
@@ -193,8 +193,8 @@
#AnimVizMotionPaths.show_keyframe_highlight -> show_keyframe_highlight: boolean "Emphasize position of keyframes on Motion Paths"
#+ * AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean "Show frame numbers of Keyframes on Motion Paths"
#+ * AnimVizMotionPaths.type -> type: enum "Type of range to show for Motion Paths"
- + * AnimVizOnionSkinning.after_current -> frame_after: int "Number of frames to show after the current frame (only for Around Current Frame Onion-skinning method)"
- + * AnimVizOnionSkinning.before_current -> frame_before: int "Number of frames to show before the current frame (only for Around Current Frame Onion-skinning method)"
+#AnimVizOnionSkinning.frame_after -> frame_after: int "Number of frames to show after the current frame (only for Around Current Frame Onion-skinning method)"
+#AnimVizOnionSkinning.frame_before -> frame_before: int "Number of frames to show before the current frame (only for Around Current Frame Onion-skinning method)"
#+ * AnimVizOnionSkinning.frame_end -> frame_end: int "End frame of range of Ghosts to display (not for Around Current Frame Onion-skinning method)"
#+ * AnimVizOnionSkinning.frame_start -> frame_start: int "Starting frame of range of Ghosts to display (not for Around Current Frame Onion-skinning method)"
#+ * AnimVizOnionSkinning.frame_step -> frame_step: int "Number of frames between ghosts shown (not for On Keyframes Onion-skinning method)"
@@ -314,14 +314,14 @@
#+ * BoneGroup.colors -> colors: pointer, "(read-only) Copy of the colors associated with the groups color set"
#+ * BoneGroup.name -> name: string "NO DESCRIPTION"
#+ * ClothCollisionSettings.collision_quality -> collision_quality: int "How many collision iterations should be done. (higher is better quality but slower)"
- + * ClothCollisionSettings.min_distance -> distance_min: float "Minimum distance between collision objects before collision response takes in"
+#ClothCollisionSettings.distance_min -> distance_min: float "Minimum distance between collision objects before collision response takes in"
#+ * ClothCollisionSettings.friction -> friction: float "Friction force if a collision happened. (higher = less movement)"
#+ * ClothCollisionSettings.group -> group: pointer "Limit colliders to this Group"
#+ * ClothCollisionSettings.self_collision_quality -> self_collision_quality: int "How many self collision iterations should be done. (higher is better quality but slower)"
- + * ClothCollisionSettings.self_min_distance -> self_distance_min: float "0.5 means no distance at all, 1.0 is maximum distance"
+#ClothCollisionSettings.self_distance_min -> self_distance_min: float "0.5 means no distance at all, 1.0 is maximum distance"
#+ * ClothCollisionSettings.self_friction -> self_friction: float "Friction/damping with self contact"
- + * ClothCollisionSettings.enable_collision -> use_collision: boolean "Enable collisions with other objects"
- + * ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean "Enable self collisions"
+#ClothCollisionSettings.use_collision -> use_collision: boolean "Enable collisions with other objects"
+#ClothCollisionSettings.use_self_collision -> use_self_collision: boolean "Enable self collisions"
#+ * ClothSettings.air_damping -> air_damping: float "Air has normally some thickness which slows falling things down"
#+ * ClothSettings.bending_stiffness -> bending_stiffness: float "Wrinkle coefficient. (higher = less smaller but more big wrinkles)"
#+ * ClothSettings.bending_stiffness_max -> bending_stiffness_max: float "Maximum bending stiffness value"
@@ -345,20 +345,20 @@
#+ * ClothSettings.structural_stiffness -> structural_stiffness: float "Overall stiffness of structure"
#+ * ClothSettings.structural_stiffness_max -> structural_stiffness_max: float "Maximum structural stiffness value"
#+ * ClothSettings.structural_stiffness_vertex_group -> structural_stiffness_vertex_group: string "Vertex group for fine control over structural stiffness"
- + * ClothSettings.pin_cloth -> use_pin_cloth: boolean "Enable pinning of cloth vertices to other objects/positions"
- + * ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean "If enabled, stiffness can be scaled along a weight painted vertex group"
+#ClothSettings.use_pin_cloth -> use_pin_cloth: boolean "Enable pinning of cloth vertices to other objects/positions"
+#ClothSettings.use_stiffness_scale -> use_stiffness_scale: boolean "If enabled, stiffness can be scaled along a weight painted vertex group"
#+ * CollisionSettings.absorption -> absorption: float "How much of effector force gets lost during collision with this object (in percent)"
#+ * CollisionSettings.damping -> damping: float "Amount of damping during collision"
#+ * CollisionSettings.damping_factor -> damping_factor: float "Amount of damping during particle collision"
- + * CollisionSettings.random_damping -> damping_random: float "Random variation of damping"
+#CollisionSettings.damping_random -> damping_random: float "Random variation of damping"
#+ * CollisionSettings.friction_factor -> friction_factor: float "Amount of friction during particle collision"
- + * CollisionSettings.random_friction -> friction_random: float "Random variation of friction"
+#CollisionSettings.friction_random -> friction_random: float "Random variation of friction"
#+ * CollisionSettings.permeability -> permeability: float "Chance that the particle will pass through the mesh"
#+ * CollisionSettings.stickness -> stickness: float "Amount of stickness to surface collision"
- + * CollisionSettings.inner_thickness -> thickness_inner: float "Inner face thickness"
- + * CollisionSettings.outer_thickness -> thickness_outer: float "Outer face thickness"
+#CollisionSettings.thickness_inner -> thickness_inner: float "Inner face thickness"
+#CollisionSettings.thickness_outer -> thickness_outer: float "Outer face thickness"
#+ * CollisionSettings.use -> use: boolean "Enable this objects as a collider for physics systems"
- + * CollisionSettings.kill_particles -> use_particle_kill: boolean "Kill collided particles"
+#CollisionSettings.use_particle_kill -> use_particle_kill: boolean "Kill collided particles"
#+ * ColorRamp.elements -> elements: collection, "(read-only)"
#+ * ColorRamp.interpolation -> interpolation: enum "NO DESCRIPTION"
#+ * ColorRampElement.color -> color: float[4] "NO DESCRIPTION"
@@ -369,7 +369,7 @@
#Constraint.error_location -> error_location: float, "(read-only) Amount of residual error in Blender space unit for constraints that work on position"
#Constraint.error_rotation -> error_rotation: float, "(read-only) Amount of residual error in radiant for constraints that work on orientation"
#+ * Constraint.influence -> influence: float "Amount of influence constraint will have on the final solution"
- + * Constraint.proxy_local -> is_proxy_local: boolean "Constraint was added in this proxy instance (i.e. did not belong to source Armature)"
+#Constraint.is_proxy_local -> is_proxy_local: boolean "Constraint was added in this proxy instance (i.e. did not belong to source Armature)"
+ * Constraint.disabled -> is_valid: boolean, "(read-only) Constraint has invalid settings and will not be evaluated"
#+ * Constraint.mute -> mute: boolean "Enable/Disable Constraint"
#+ * Constraint.name -> name: string "Constraint name"
@@ -382,8 +382,8 @@
#+ * Constraint|ActionConstraint.action -> action: pointer "NO DESCRIPTION"
#+ * Constraint|ActionConstraint.frame_end -> frame_end: int "Last frame of the Action to use"
#+ * Constraint|ActionConstraint.frame_start -> frame_start: int "First frame of the Action to use"
- + * Constraint|ActionConstraint.maximum -> max: float "Maximum value for target channel range"
- + * Constraint|ActionConstraint.minimum -> min: float "Minimum value for target channel range"
+#Constraint|ActionConstraint.max -> max: float "Maximum value for target channel range"
+#Constraint|ActionConstraint.min -> min: float "Minimum value for target channel range"
#+ * Constraint|ActionConstraint.subtarget -> subtarget: string "NO DESCRIPTION"
#+ * Constraint|ActionConstraint.target -> target: pointer "Target Object"
#+ * Constraint|ActionConstraint.transform_channel -> transform_channel: enum "Transformation channel from the target that is used to key the Action"
@@ -445,26 +445,26 @@
+ * Constraint|FollowPathConstraint.up -> up_axis: enum "Axis that points upward"
#+ * Constraint|FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean "Object will follow the heading and banking of the curve"
#+ * Constraint|FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean "Objects scale by the curve radius"
- + * Constraint|FollowPathConstraint.use_fixed_position -> use_fixed_location: boolean "Object will stay locked to a single point somewhere along the length of the curve regardless of time"
- + * Constraint|KinematicConstraint.chain_length -> chain_count: int "How many bones are included in the IK effect - 0 uses all bones"
+#Constraint|FollowPathConstraint.use_fixed_location -> use_fixed_location: boolean "Object will stay locked to a single point somewhere along the length of the curve regardless of time"
+#Constraint|KinematicConstraint.chain_count -> chain_count: int "How many bones are included in the IK effect - 0 uses all bones"
#+ * Constraint|KinematicConstraint.distance -> distance: float "Radius of limiting sphere"
#+ * Constraint|KinematicConstraint.ik_type -> ik_type: enum "NO DESCRIPTION"
#+ * Constraint|KinematicConstraint.iterations -> iterations: int "Maximum number of solving iterations"
#+ * Constraint|KinematicConstraint.limit_mode -> limit_mode: enum "Distances in relation to sphere of influence to allow"
- + * Constraint|KinematicConstraint.pos_lock_x -> lock_location_x: boolean "Constraint position along X axis"
- + * Constraint|KinematicConstraint.pos_lock_y -> lock_location_y: boolean "Constraint position along Y axis"
- + * Constraint|KinematicConstraint.pos_lock_z -> lock_location_z: boolean "Constraint position along Z axis"
- + * Constraint|KinematicConstraint.rot_lock_x -> lock_rotation_x: boolean "Constraint rotation along X axis"
- + * Constraint|KinematicConstraint.rot_lock_y -> lock_rotation_y: boolean "Constraint rotation along Y axis"
- + * Constraint|KinematicConstraint.rot_lock_z -> lock_rotation_z: boolean "Constraint rotation along Z axis"
+#Constraint|KinematicConstraint.lock_location_x -> lock_location_x: boolean "Constraint position along X axis"
+#Constraint|KinematicConstraint.lock_location_y -> lock_location_y: boolean "Constraint position along Y axis"
+#Constraint|KinematicConstraint.lock_location_z -> lock_location_z: boolean "Constraint position along Z axis"
+#Constraint|KinematicConstraint.lock_rotation_x -> lock_rotation_x: boolean "Constraint rotation along X axis"
+#Constraint|KinematicConstraint.lock_rotation_y -> lock_rotation_y: boolean "Constraint rotation along Y axis"
+#Constraint|KinematicConstraint.lock_rotation_z -> lock_rotation_z: boolean "Constraint rotation along Z axis"
#+ * Constraint|KinematicConstraint.orient_weight -> orient_weight: float "For Tree-IK: Weight of orientation control for this target"
#+ * Constraint|KinematicConstraint.pole_angle -> pole_angle: float "Pole rotation offset"
#+ * Constraint|KinematicConstraint.pole_subtarget -> pole_subtarget: string "NO DESCRIPTION"
#+ * Constraint|KinematicConstraint.pole_target -> pole_target: pointer "Object for pole rotation"
- + * Constraint|KinematicConstraint.axis_reference -> reference_axis: enum "Constraint axis Lock options relative to Bone or Target reference"
+#Constraint|KinematicConstraint.reference_axis -> reference_axis: enum "Constraint axis Lock options relative to Bone or Target reference"
#+ * Constraint|KinematicConstraint.subtarget -> subtarget: string "NO DESCRIPTION"
#+ * Constraint|KinematicConstraint.target -> target: pointer "Target Object"
- + * Constraint|KinematicConstraint.use_position -> use_location: boolean "Chain follows position of target"
+#Constraint|KinematicConstraint.use_location -> use_location: boolean "Chain follows position of target"
#+ * Constraint|KinematicConstraint.use_rotation -> use_rotation: boolean "Chain follows rotation of target"
#+ * Constraint|KinematicConstraint.use_stretch -> use_stretch: boolean "Enable IK Stretching"
#+ * Constraint|KinematicConstraint.use_tail -> use_tail: boolean "Include bones tail as last element in chain"
@@ -474,42 +474,42 @@
#+ * Constraint|LimitDistanceConstraint.limit_mode -> limit_mode: enum "Distances in relation to sphere of influence to allow"
#+ * Constraint|LimitDistanceConstraint.subtarget -> subtarget: string "NO DESCRIPTION"
#+ * Constraint|LimitDistanceConstraint.target -> target: pointer "Target Object"
- + * Constraint|LimitLocationConstraint.maximum_x -> max_x: float "Highest X value to allow"
- + * Constraint|LimitLocationConstraint.maximum_y -> max_y: float "Highest Y value to allow"
- + * Constraint|LimitLocationConstraint.maximum_z -> max_z: float "Highest Z value to allow"
- + * Constraint|LimitLocationConstraint.minimum_x -> min_x: float "Lowest X value to allow"
- + * Constraint|LimitLocationConstraint.minimum_y -> min_y: float "Lowest Y value to allow"
- + * Constraint|LimitLocationConstraint.minimum_z -> min_z: float "Lowest Z value to allow"
- + * Constraint|LimitLocationConstraint.use_maximum_x -> use_max_x: boolean "Use the maximum X value"
- + * Constraint|LimitLocationConstraint.use_maximum_y -> use_max_y: boolean "Use the maximum Y value"
- + * Constraint|LimitLocationConstraint.use_maximum_z -> use_max_z: boolean "Use the maximum Z value"
- + * Constraint|LimitLocationConstraint.use_minimum_x -> use_min_x: boolean "Use the minimum X value"
- + * Constraint|LimitLocationConstraint.use_minimum_y -> use_min_y: boolean "Use the minimum Y value"
- + * Constraint|LimitLocationConstraint.use_minimum_z -> use_min_z: boolean "Use the minimum Z value"
- + * Constraint|LimitLocationConstraint.limit_transform -> use_transform_limit: boolean "Transforms are affected by this constraint as well"
- + * Constraint|LimitRotationConstraint.maximum_x -> max_x: float "Highest X value to allow"
- + * Constraint|LimitRotationConstraint.maximum_y -> max_y: float "Highest Y value to allow"
- + * Constraint|LimitRotationConstraint.maximum_z -> max_z: float "Highest Z value to allow"
- + * Constraint|LimitRotationConstraint.minimum_x -> min_x: float "Lowest X value to allow"
- + * Constraint|LimitRotationConstraint.minimum_y -> min_y: float "Lowest Y value to allow"
- + * Constraint|LimitRotationConstraint.minimum_z -> min_z: float "Lowest Z value to allow"
+#Constraint|LimitLocationConstraint.max_x -> max_x: float "Highest X value to allow"
+#Constraint|LimitLocationConstraint.max_y -> max_y: float "Highest Y value to allow"
+#Constraint|LimitLocationConstraint.max_z -> max_z: float "Highest Z value to allow"
+#Constraint|LimitLocationConstraint.min_x -> min_x: float "Lowest X value to allow"
+#Constraint|LimitLocationConstraint.min_y -> min_y: float "Lowest Y value to allow"
+#Constraint|LimitLocationConstraint.min_z -> min_z: float "Lowest Z value to allow"
+#Constraint|LimitLocationConstraint.use_max_x -> use_max_x: boolean "Use the maximum X value"
+#Constraint|LimitLocationConstraint.use_max_y -> use_max_y: boolean "Use the maximum Y value"
+#Constraint|LimitLocationConstraint.use_max_z -> use_max_z: boolean "Use the maximum Z value"
+#Constraint|LimitLocationConstraint.use_min_x -> use_min_x: boolean "Use the minimum X value"
+#Constraint|LimitLocationConstraint.use_min_y -> use_min_y: boolean "Use the minimum Y value"
+#Constraint|LimitLocationConstraint.use_min_z -> use_min_z: boolean "Use the minimum Z value"
+#Constraint|LimitLocationConstraint.use_transform_limit -> use_transform_limit: boolean "Transforms are affected by this constraint as well"
+#Constraint|LimitRotationConstraint.max_x -> max_x: float "Highest X value to allow"
+#Constraint|LimitRotationConstraint.max_y -> max_y: float "Highest Y value to allow"
+#Constraint|LimitRotationConstraint.max_z -> max_z: float "Highest Z value to allow"
+#Constraint|LimitRotationConstraint.min_x -> min_x: float "Lowest X value to allow"
+#Constraint|LimitRotationConstraint.min_y -> min_y: float "Lowest Y value to allow"
+#Constraint|LimitRotationConstraint.min_z -> min_z: float "Lowest Z value to allow"
#+ * Constraint|LimitRotationConstraint.use_limit_x -> use_limit_x: boolean "Use the minimum X value"
#+ * Constraint|LimitRotationConstraint.use_limit_y -> use_limit_y: boolean "Use the minimum Y value"
#+ * Constraint|LimitRotationConstraint.use_limit_z -> use_limit_z: boolean "Use the minimum Z value"
- + * Constraint|LimitRotationConstraint.limit_transform -> use_transform_limit: boolean "Transforms are affected by this constraint as well"
- + * Constraint|LimitScaleConstraint.maximum_x -> max_x: float "Highest X value to allow"
- + * Constraint|LimitScaleConstraint.maximum_y -> max_y: float "Highest Y value to allow"
- + * Constraint|LimitScaleConstraint.maximum_z -> max_z: float "Highest Z value to allow"
- + * Constraint|LimitScaleConstraint.minimum_x -> min_x: float "Lowest X value to allow"
- + * Constraint|LimitScaleConstraint.minimum_y -> min_y: float "Lowest Y value to allow"
- + * Constraint|LimitScaleConstraint.minimum_z -> min_z: float "Lowest Z value to allow"
- + * Constraint|LimitScaleConstraint.use_maximum_x -> use_max_x: boolean "Use the maximum X value"
- + * Constraint|LimitScaleConstraint.use_maximum_y -> use_max_y: boolean "Use the maximum Y value"
- + * Constraint|LimitScaleConstraint.use_maximum_z -> use_max_z: boolean "Use the maximum Z value"
- + * Constraint|LimitScaleConstraint.use_minimum_x -> use_min_x: boolean "Use the minimum X value"
- + * Constraint|LimitScaleConstraint.use_minimum_y -> use_min_y: boolean "Use the minimum Y value"
- + * Constraint|LimitScaleConstraint.use_minimum_z -> use_min_z: boolean "Use the minimum Z value"
- + * Constraint|LimitScaleConstraint.limit_transform -> use_transform_limit: boolean "Transforms are affected by this constraint as well"
+#Constraint|LimitRotationConstraint.use_transform_limit -> use_transform_limit: boolean "Transforms are affected by this constraint as well"
+#Constraint|LimitScaleConstraint.max_x -> max_x: float "Highest X value to allow"
+#Constraint|LimitScaleConstraint.max_y -> max_y: float "Highest Y value to allow"
+#Constraint|LimitScaleConstraint.max_z -> max_z: float "Highest Z value to allow"
+#Constraint|LimitScaleConstraint.min_x -> min_x: float "Lowest X value to allow"
+#Constraint|LimitScaleConstraint.min_y -> min_y: float "Lowest Y value to allow"
+#Constraint|LimitScaleConstraint.min_z -> min_z: float "Lowest Z value to allow"
+#Constraint|LimitScaleConstraint.use_max_x -> use_max_x: boolean "Use the maximum X value"
+#Constraint|LimitScaleConstraint.use_max_y -> use_max_y: boolean "Use the maximum Y value"
+#Constraint|LimitScaleConstraint.use_max_z -> use_max_z: boolean "Use the maximum Z value"
+#Constraint|LimitScaleConstraint.use_min_x -> use_min_x: boolean "Use the minimum X value"
+#Constraint|LimitScaleConstraint.use_min_y -> use_min_y: boolean "Use the minimum Y value"
+#Constraint|LimitScaleConstraint.use_min_z -> use_min_z: boolean "Use the minimum Z value"
+#Constraint|LimitScaleConstraint.use_transform_limit -> use_transform_limit: boolean "Transforms are affected by this constraint as well"
+ * Constraint|LockedTrackConstraint.lock -> lock_axis: enum "Axis that points upward"
#+ * Constraint|LockedTrackConstraint.subtarget -> subtarget: string "NO DESCRIPTION"
#+ * Constraint|LockedTrackConstraint.target -> target: pointer "Target Object"
@@ -518,12 +518,12 @@
#+ * Constraint|MaintainVolumeConstraint.volume -> volume: float "Volume of the bone at rest"
#+ * Constraint|PivotConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1"
#+ * Constraint|PivotConstraint.offset -> offset: float[3] "Offset of pivot from target (when set), or from owners location (when Fixed Position is off), or the absolute pivot point"
- + * Constraint|PivotConstraint.enabled_rotation_range -> rotation_range: enum "Rotation range on which pivoting should occur"
+#Constraint|PivotConstraint.rotation_range -> rotation_range: enum "Rotation range on which pivoting should occur"
#+ * Constraint|PivotConstraint.subtarget -> subtarget: string "NO DESCRIPTION"
#+ * Constraint|PivotConstraint.target -> target: pointer "Target Object, defining the position of the pivot when defined"
- + * Constraint|PivotConstraint.use_relative_position -> use_relative_location: boolean "Offset will be an absolute point in space instead of relative to the target"
+#Constraint|PivotConstraint.use_relative_location -> use_relative_location: boolean "Offset will be an absolute point in space instead of relative to the target"
#Constraint|PythonConstraint.has_script_error -> has_script_error: boolean, "(read-only) The linked Python script has thrown an error"
- + * Constraint|PythonConstraint.number_of_targets -> target_count: int "Usually only 1-3 are needed"
+#Constraint|PythonConstraint.target_count -> target_count: int "Usually only 1-3 are needed"
#+ * Constraint|PythonConstraint.targets -> targets: collection, "(read-only) Target Objects"
#+ * Constraint|PythonConstraint.text -> text: pointer "The text object that contains the Python script"
#+ * Constraint|PythonConstraint.use_targets -> use_targets: boolean "Use the targets indicated in the constraint panel"
@@ -544,18 +544,18 @@
#+ * Constraint|ShrinkwrapConstraint.use_x -> use_x: boolean "Projection over X Axis"
#+ * Constraint|ShrinkwrapConstraint.use_y -> use_y: boolean "Projection over Y Axis"
#+ * Constraint|ShrinkwrapConstraint.use_z -> use_z: boolean "Projection over Z Axis"
- + * Constraint|SplineIKConstraint.chain_length -> chain_count: int "How many bones are included in the chain"
+#Constraint|SplineIKConstraint.chain_count -> chain_count: int "How many bones are included in the chain"
#+ * Constraint|SplineIKConstraint.joint_bindings -> joint_bindings: float[32] "(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages"
#+ * Constraint|SplineIKConstraint.target -> target: pointer "Curve that controls this relationship"
- + * Constraint|SplineIKConstraint.chain_offset -> use_chain_offset: boolean "Offset the entire chain relative to the root joint"
+#Constraint|SplineIKConstraint.use_chain_offset -> use_chain_offset: boolean "Offset the entire chain relative to the root joint"
#+ * Constraint|SplineIKConstraint.use_curve_radius -> use_curve_radius: boolean "Average radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale mode"
- + * Constraint|SplineIKConstraint.even_divisions -> use_even_divisions: boolean "Ignore the relative lengths of the bones when fitting to the curve"
- + * Constraint|SplineIKConstraint.y_stretch -> use_y_stretch: boolean "Stretch the Y axis of the bones to fit the curve"
- + * Constraint|SplineIKConstraint.xz_scaling_mode -> xz_scale_mode: enum "Method used for determining the scaling of the X and Z axes of the bones"
+#Constraint|SplineIKConstraint.use_even_divisions -> use_even_divisions: boolean "Ignore the relative lengths of the bones when fitting to the curve"
+#Constraint|SplineIKConstraint.use_y_stretch -> use_y_stretch: boolean "Stretch the Y axis of the bones to fit the curve"
+#Constraint|SplineIKConstraint.xz_scale_mode -> xz_scale_mode: enum "Method used for determining the scaling of the X and Z axes of the bones"
#+ * Constraint|StretchToConstraint.bulge -> bulge: float "Factor between volume variation and stretching"
#+ * Constraint|StretchToConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1"
#+ * Constraint|StretchToConstraint.keep_axis -> keep_axis: enum "Axis to maintain during stretch"
- + * Constraint|StretchToConstraint.original_length -> rest_length: float "Length at rest position"
+#Constraint|StretchToConstraint.rest_length -> rest_length: float "Length at rest position"
#+ * Constraint|StretchToConstraint.subtarget -> subtarget: string "NO DESCRIPTION"
#+ * Constraint|StretchToConstraint.target -> target: pointer "Target Object"
#+ * Constraint|StretchToConstraint.volume -> volume: enum "Maintain the objects volume as it stretches"
@@ -564,7 +564,7 @@
#+ * Constraint|TrackToConstraint.target -> target: pointer "Target Object"
+ * Constraint|TrackToConstraint.track -> track_axis: enum "Axis that points to the target object"
+ * Constraint|TrackToConstraint.up -> up_axis: enum "Axis that points upward"
- + * Constraint|TrackToConstraint.target_z -> use_target_z: boolean "Targets Z axis, not World Z axis, will constraint the Up direction"
+#Constraint|TrackToConstraint.use_target_z -> use_target_z: boolean "Targets Z axis, not World Z axis, will constraint the Up direction"
#+ * Constraint|TransformConstraint.from_max_x -> from_max_x: float "Top range of X axis source motion"
#+ * Constraint|TransformConstraint.from_max_y -> from_max_y: float "Top range of Y axis source motion"
#+ * Constraint|TransformConstraint.from_max_z -> from_max_z: float "Top range of Z axis source motion"
@@ -584,7 +584,7 @@
#+ * Constraint|TransformConstraint.to_min_x -> to_min_x: float "Bottom range of X axis destination motion"
#+ * Constraint|TransformConstraint.to_min_y -> to_min_y: float "Bottom range of Y axis destination motion"
#+ * Constraint|TransformConstraint.to_min_z -> to_min_z: float "Bottom range of Z axis destination motion"
- + * Constraint|TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean "Extrapolate ranges"
+#Constraint|TransformConstraint.use_motion_extrapolate -> use_motion_extrapolate: boolean "Extrapolate ranges"
#+ * Context.area -> area: pointer, "(read-only)"
#+ * Context.main -> main: pointer, "(read-only)"
#+ * Context.mode -> mode: enum, "(read-only)"
@@ -794,10 +794,10 @@
#FModifier|FModifierStepped.frame_step -> frame_step: float "Number of frames to hold each value"
#+ * FModifier|FModifierStepped.use_frame_end -> use_frame_end: boolean "Restrict modifier to only act before its end frame"
#+ * FModifier|FModifierStepped.use_frame_start -> use_frame_start: boolean "Restrict modifier to only act after its start frame"
- + * FieldSettings.do_location -> apply_to_location: boolean "Effect particles location"
- + * FieldSettings.do_rotation -> apply_to_rotation: boolean "Effect particles dynamic rotation"
- + * FieldSettings.maximum_distance -> distance_max: float "Maximum distance for the field to work"
- + * FieldSettings.minimum_distance -> distance_min: float "Minimum distance for the fields fall-off"
+#FieldSettings.apply_to_location -> apply_to_location: boolean "Effect particles location"
+#FieldSettings.apply_to_rotation -> apply_to_rotation: boolean "Effect particles dynamic rotation"
+#FieldSettings.distance_max -> distance_max: float "Maximum distance for the field to work"
+#FieldSettings.distance_min -> distance_min: float "Minimum distance for the fields fall-off"
#+ * FieldSettings.falloff_power -> falloff_power: float "Falloff power (real gravitational falloff = 2)"
#+ * FieldSettings.falloff_type -> falloff_type: enum "Fall-off shape"
#+ * FieldSettings.flow -> flow: float "Convert effector force into air flow velocity"
@@ -816,8 +816,8 @@
#+ * 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_max: float "Maximum radial distance for the field to work"
- + * FieldSettings.radial_minimum -> radial_min: float "Minimum radial distance for the fields fall-off"
+#FieldSettings.radial_max -> radial_max: float "Maximum radial distance for the field to work"
+#FieldSettings.radial_min -> radial_min: float "Minimum radial distance for the fields 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"
@@ -827,18 +827,18 @@
#+ * FieldSettings.texture_mode -> texture_mode: enum "How the texture effect is calculated (RGB & Curl need a RGB texture else Gradient will be used instead)"
#+ * FieldSettings.texture_nabla -> texture_nabla: float "Defines size of derivative offset used for calculating gradient and curl"
#+ * FieldSettings.type -> type: enum "Type of field"
- + * FieldSettings.force_2d -> use_2d_force: boolean "Apply force only in 2d"
- + * FieldSettings.do_absorption -> use_absorption: boolean "Force gets absorbed by collision objects"
- + * FieldSettings.global_coordinates -> use_global_coords: boolean "Use effector/global coordinates for turbulence"
- + * FieldSettings.guide_path_add -> use_guide_path_add: boolean "Based on distance/falloff it adds a portion of the entire path"
+#FieldSettings.use_2d_force -> use_2d_force: boolean "Apply force only in 2d"
+#FieldSettings.use_absorption -> use_absorption: boolean "Force gets absorbed by collision objects"
+#FieldSettings.use_global_coords -> use_global_coords: boolean "Use effector/global coordinates for turbulence"
+#FieldSettings.use_guide_path_add -> use_guide_path_add: boolean "Based on distance/falloff it adds a portion of the entire path"
#+ * FieldSettings.use_guide_path_weight -> use_guide_path_weight: boolean "Use curve weights to influence the particle influence along the curve"
#+ * FieldSettings.use_max_distance -> use_max_distance: boolean "Use a maximum distance for the field to work"
#+ * FieldSettings.use_min_distance -> use_min_distance: boolean "Use a minimum distance for the fields fall-off"
- + * FieldSettings.multiple_springs -> use_multiple_springs: boolean "Every point is effected by multiple springs"
- + * FieldSettings.use_coordinates -> use_object_coords: boolean "Use object/global coordinates for texture"
+#FieldSettings.use_multiple_springs -> use_multiple_springs: boolean "Every point is effected by multiple springs"
+#FieldSettings.use_object_coords -> use_object_coords: boolean "Use object/global coordinates for texture"
#+ * FieldSettings.use_radial_max -> use_radial_max: boolean "Use a maximum radial distance for the field to work"
#+ * FieldSettings.use_radial_min -> use_radial_min: boolean "Use a minimum radial distance for the fields fall-off"
- + * FieldSettings.root_coordinates -> use_root_coords: boolean "Texture coordinates from root particle locations"
+#FieldSettings.use_root_coords -> use_root_coords: boolean "Texture coordinates from root particle locations"
#+ * FieldSettings.z_direction -> z_direction: enum "Effect in full or only positive/negative Z direction"
#+ * FileSelectParams.directory -> directory: string "Directory displayed in the file browser"
#FileSelectParams.display_type -> display_type: enum "Display mode for the file list"
@@ -862,7 +862,7 @@
#+ * FluidSettings|ControlFluidSettings.quality -> quality: float "Specifies the quality which is used for object sampling. (higher = better but slower)"
#+ * FluidSettings|ControlFluidSettings.start_time -> start_time: float "Specifies time when the control particles are activated"
#FluidSettings|ControlFluidSettings.use -> use: boolean "Object contributes to the fluid simulation"
- + * FluidSettings|ControlFluidSettings.reverse_frames -> use_reverse_frames: boolean "Reverse control object movement"
+#FluidSettings|ControlFluidSettings.use_reverse_frames -> use_reverse_frames: boolean "Reverse control object movement"
#+ * FluidSettings|ControlFluidSettings.velocity_radius -> velocity_radius: float "Specifies the force field radius around the control object"
#+ * FluidSettings|ControlFluidSettings.velocity_strength -> velocity_strength: float "Force strength of how much of the control objects velocity is influencing the fluid velocity"
#+ * FluidSettings|DomainFluidSettings.compressibility -> compressibility: float "Allowed compressibility due to gravitational force for standing fluid. (directly affects simulation step size)"
@@ -876,43 +876,43 @@
#+ * FluidSettings|DomainFluidSettings.preview_resolution -> preview_resolution: int "Preview resolution in X,Y and Z direction"
#+ * FluidSettings|DomainFluidSettings.render_display_mode -> render_display_mode: enum "How to display the mesh for rendering"
#+ * FluidSettings|DomainFluidSettings.resolution -> resolution: int "Domain resolution in X,Y and Z direction"
- + * FluidSettings|DomainFluidSettings.real_world_size -> simulation_scale: float "Size of the simulation domain in metres"
+#FluidSettings|DomainFluidSettings.simulation_scale -> simulation_scale: float "Size of the simulation domain in metres"
#+ * FluidSettings|DomainFluidSettings.slip_type -> slip_type: enum "NO DESCRIPTION"
#+ * FluidSettings|DomainFluidSettings.start_time -> start_time: float "Simulation time of the first blender frame (in seconds)"
- + * FluidSettings|DomainFluidSettings.surface_smoothing -> surface_smooth: float "Amount of surface smoothing. A value of 0 is off, 1 is normal smoothing and more than 1 is extra smoothing"
+#FluidSettings|DomainFluidSettings.surface_smooth -> surface_smooth: float "Amount of surface smoothing. A value of 0 is off, 1 is normal smoothing and more than 1 is extra smoothing"
#+ * FluidSettings|DomainFluidSettings.surface_subdivisions -> surface_subdivisions: int "Number of isosurface subdivisions. This is necessary for the inclusion of particles into the surface generation. Warning - can lead to longer computation times!"
#+ * FluidSettings|DomainFluidSettings.tracer_particles -> tracer_particles: int "Number of tracer particles to generate"
- + * FluidSettings|DomainFluidSettings.reverse_frames -> use_reverse_frames: boolean "Reverse fluid frames"
- + * FluidSettings|DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean "Generate speed vectors for vector blur"
- + * FluidSettings|DomainFluidSettings.override_time -> use_time_override: boolean "Use a custom start and end time (in seconds) instead of the scenes timeline"
+#FluidSettings|DomainFluidSettings.use_reverse_frames -> use_reverse_frames: boolean "Reverse fluid frames"
+#FluidSettings|DomainFluidSettings.use_speed_vectors -> use_speed_vectors: boolean "Generate speed vectors for vector blur"
+#FluidSettings|DomainFluidSettings.use_time_override -> use_time_override: boolean "Use a custom start and end time (in seconds) instead of the scenes timeline"
#+ * FluidSettings|DomainFluidSettings.viewport_display_mode -> viewport_display_mode: enum "How to display the mesh in the viewport"
#+ * FluidSettings|DomainFluidSettings.viscosity_base -> viscosity_base: float "Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)"
#+ * FluidSettings|DomainFluidSettings.viscosity_exponent -> viscosity_exponent: int "Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6.)"
#+ * FluidSettings|DomainFluidSettings.viscosity_preset -> viscosity_preset: enum "Set viscosity of the fluid to a preset value, or use manual input"
#+ * FluidSettings|FluidFluidSettings.initial_velocity -> initial_velocity: float[3] "Initial velocity of fluid"
#FluidSettings|FluidFluidSettings.use -> use: boolean "Object contributes to the fluid simulation"
- + * FluidSettings|FluidFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it"
+#FluidSettings|FluidFluidSettings.use_animated_mesh -> use_animated_mesh: boolean "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it"
#+ * FluidSettings|FluidFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type"
#+ * FluidSettings|InflowFluidSettings.inflow_velocity -> inflow_velocity: float[3] "Initial velocity of fluid"
#FluidSettings|InflowFluidSettings.use -> use: boolean "Object contributes to the fluid simulation"
- + * FluidSettings|InflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it"
- + * FluidSettings|InflowFluidSettings.local_coordinates -> use_local_coords: boolean "Use local coordinates for inflow. (e.g. for rotating objects)"
+#FluidSettings|InflowFluidSettings.use_animated_mesh -> use_animated_mesh: boolean "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it"
+#FluidSettings|InflowFluidSettings.use_local_coords -> use_local_coords: boolean "Use local coordinates for inflow. (e.g. for rotating objects)"
#+ * FluidSettings|InflowFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type"
#+ * FluidSettings|ObstacleFluidSettings.impact_factor -> impact_factor: float "This is an unphysical value for moving objects - it controls the impact an obstacle has on the fluid, =0 behaves a bit like outflow (deleting fluid), =1 is default, while >1 results in high forces. Can be used to tweak total mass"
#+ * FluidSettings|ObstacleFluidSettings.partial_slip_factor -> partial_slip_factor: float "Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip"
#+ * FluidSettings|ObstacleFluidSettings.slip_type -> slip_type: enum "NO DESCRIPTION"
#FluidSettings|ObstacleFluidSettings.use -> use: boolean "Object contributes to the fluid simulation"
- + * FluidSettings|ObstacleFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it"
+#FluidSettings|ObstacleFluidSettings.use_animated_mesh -> use_animated_mesh: boolean "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it"
#+ * FluidSettings|ObstacleFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type"
#FluidSettings|OutflowFluidSettings.use -> use: boolean "Object contributes to the fluid simulation"
- + * FluidSettings|OutflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it"
+#FluidSettings|OutflowFluidSettings.use_animated_mesh -> use_animated_mesh: boolean "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it"
#+ * FluidSettings|OutflowFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type"
#+ * FluidSettings|ParticleFluidSettings.alpha_influence -> alpha_influence: float "Amount of particle alpha change, inverse of size influence: 0=off (all same alpha), 1=full. (large particles get lower alphas, smaller ones higher values)"
#FluidSettings|ParticleFluidSettings.filepath -> filepath: string "Directory (and/or filename prefix) to store and load particles from"
#+ * FluidSettings|ParticleFluidSettings.particle_influence -> particle_influence: float "Amount of particle size scaling: 0=off (all same size), 1=full (range 0.2-2.0), >1=stronger"
#FluidSettings|ParticleFluidSettings.show_tracer -> show_tracer: boolean "Show tracer particles"
- + * FluidSettings|ParticleFluidSettings.drops -> use_drops: boolean "Show drop particles"
- + * FluidSettings|ParticleFluidSettings.floats -> use_floats: boolean "Show floating foam particles"
+#FluidSettings|ParticleFluidSettings.use_drops -> use_drops: boolean "Show drop particles"
+#FluidSettings|ParticleFluidSettings.use_floats -> use_floats: boolean "Show floating foam particles"
#+ * Function.description -> description: string, "(read-only) Description of the Functions purpose"
#+ * Function.identifier -> identifier: string, "(read-only) Unique name used in the code and scripting"
#Function.is_registered -> is_registered: boolean, "(read-only) Function is registered as callback as part of type registration"
@@ -991,13 +991,13 @@
#+ * GameSoftBodySettings.cluster_iterations -> cluster_iterations: int "Specify the number of cluster iterations"
#GameSoftBodySettings.collision_margin -> collision_margin: float "Collision margin for soft body. Small value makes the algorithm unstable"
#+ * GameSoftBodySettings.dynamic_friction -> dynamic_friction: float "Dynamic Friction"
- + * GameSoftBodySettings.linstiff -> linear_stiffness: float "Linear stiffness of the soft body links"
- + * GameSoftBodySettings.position_iterations -> location_iterations: int "Position solver iterations"
+#GameSoftBodySettings.linear_stiffness -> linear_stiffness: float "Linear stiffness of the soft body links"
+#GameSoftBodySettings.location_iterations -> location_iterations: int "Position solver iterations"
#GameSoftBodySettings.shape_threshold -> shape_threshold: float "Shape matching threshold"
- + * GameSoftBodySettings.bending_const -> use_bending_constraints: boolean "Enable bending constraints"
- + * 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"
+#GameSoftBodySettings.use_bending_constraints -> use_bending_constraints: boolean "Enable bending constraints"
+#GameSoftBodySettings.use_cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean "Enable cluster collision between soft and rigid body"
+#GameSoftBodySettings.use_cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean "Enable cluster collision between soft and soft body"
+#GameSoftBodySettings.use_shape_match -> use_shape_match: boolean "Enable soft body shape matching goal"
#GameSoftBodySettings.weld_threshold -> weld_threshold: float "Welding threshold: distance between nearby vertices to be considered equal => set to 0.0 to disable welding test and speed up scene loading (ok if the mesh has no duplicates)"
#+ * Header.bl_idname -> bl_idname: string "If this is set, the header gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is OBJECT_HT_hello, and bl_idname is not set by the script, then bl_idname = OBJECT_HT_hello"
#+ * Header.bl_space_type -> bl_space_type: enum "The space where the header is going to be used in."
@@ -1034,11 +1034,11 @@
#+ * IDPropertyGroup|NetRenderSettings.server_port -> server_port: int "port of the master render server"
#+ * IDPropertyGroup|NetRenderSettings.slaves -> slaves: collection, "(read-only)"
#+ * IDPropertyGroup|NetRenderSettings.slaves_blacklist -> slaves_blacklist: collection, "(read-only)"
- + * IDPropertyGroup|NetRenderSettings.master_broadcast -> use_master_broadcast: boolean "broadcast master server address on local network"
- + * IDPropertyGroup|NetRenderSettings.master_clear -> use_master_clear: boolean "delete saved files on exit"
- + * IDPropertyGroup|NetRenderSettings.slave_clear -> use_slave_clear: boolean "delete downloaded files on exit"
- + * IDPropertyGroup|NetRenderSettings.slave_outputlog -> use_slave_output_log: boolean "Output render text log to console as well as sending it to the master"
- + * IDPropertyGroup|NetRenderSettings.slave_thumb -> use_slave_thumb: boolean "Generate thumbnails on slaves instead of master"
+#IDPropertyGroup|NetRenderSettings.use_master_broadcast -> use_master_broadcast: boolean "broadcast master server address on local network"
+#IDPropertyGroup|NetRenderSettings.use_master_clear -> use_master_clear: boolean "delete saved files on exit"
+#IDPropertyGroup|NetRenderSettings.use_slave_clear -> use_slave_clear: boolean "delete downloaded files on exit"
+#IDPropertyGroup|NetRenderSettings.use_slave_output_log -> use_slave_output_log: boolean "Output render text log to console as well as sending it to the master"
+#IDPropertyGroup|NetRenderSettings.use_slave_thumb -> use_slave_thumb: boolean "Generate thumbnails on slaves instead of master"
#+ * IDPropertyGroup|NetRenderSlave.name -> name: string "NO DESCRIPTION"
#+ * IDPropertyGroup|OperatorFileListElement.name -> name: string "the name of a file or directory within a file list"
#+ * IDPropertyGroup|OperatorMousePath.loc -> loc: float[2] "Mouse location"
@@ -1051,13 +1051,13 @@
#+ * IDPropertyGroup|PoseTemplate.name -> name: string "NO DESCRIPTION"
#+ * IDPropertyGroup|PoseTemplateSettings.active_template_index -> active_template_index: int "NO DESCRIPTION"
#+ * IDPropertyGroup|PoseTemplateSettings.templates -> templates: collection, "(read-only)"
- + * IDPropertyGroup|PoseTemplateSettings.generate_def_rig -> use_generate_deform_rig: boolean "Create a copy of the metarig, constrainted by the generated rig"
+#IDPropertyGroup|PoseTemplateSettings.use_generate_deform_rig -> use_generate_deform_rig: boolean "Create a copy of the metarig, constrainted by the generated rig"
#+ * ID|Action.fcurves -> fcurves: collection, "(read-only) The individual F-Curves that make up the Action"
#+ * ID|Action.groups -> groups: collection, "(read-only) Convenient groupings of F-Curves"
#+ * ID|Action.pose_markers -> pose_markers: collection, "(read-only) Markers specific to this Action, for labeling poses"
#+ * ID|Armature.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock"
#+ * ID|Armature.bones -> bones: collection, "(read-only)"
- + * ID|Armature.drawtype -> draw_type: enum "NO DESCRIPTION"
+#ID|Armature.draw_type -> draw_type: enum "NO DESCRIPTION"
#+ * ID|Armature.edit_bones -> edit_bones: collection, "(read-only)"
#+ * ID|Armature.ghost_frame_end -> ghost_frame_end: int "End frame of range of Ghosts to display (not for Around Current Frame Onion-skinning method)"
#+ * ID|Armature.ghost_frame_start -> ghost_frame_start: int "Starting frame of range of Ghosts to display (not for Around Current Frame Onion-skinning method)"
@@ -1065,19 +1065,19 @@
#+ * ID|Armature.ghost_step -> ghost_step: int "Number of frame steps on either side of current frame to show as ghosts (only for Around Current Frame Onion-skinning method)"
#+ * ID|Armature.ghost_type -> ghost_type: enum "Method of Onion-skinning for active Action"
#ID|Armature.layers -> layers: boolean[32] "Armature layer visibility"
- + * ID|Armature.layer_protection -> layers_protected: boolean[32] "Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo"
+#ID|Armature.layers_protected -> layers_protected: boolean[32] "Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo"
#+ * ID|Armature.pose_position -> pose_position: enum "Show armature in binding pose or final posed state"
#ID|Armature.show_axes -> show_axes: boolean "Draw bone axes"
#ID|Armature.show_bone_custom_shapes -> show_bone_custom_shapes: boolean "Draw bones with their custom shapes"
#ID|Armature.show_group_colors -> show_group_colors: boolean "Draw bone group colors"
#ID|Armature.show_names -> show_names: boolean "Draw bone names"
#ID|Armature.show_only_ghost_selected -> show_only_ghost_selected: boolean "NO DESCRIPTION"
- + * ID|Armature.auto_ik -> use_auto_ik: boolean "Add temporaral IK constraints while grabbing bones in Pose Mode"
- + * ID|Armature.delay_deform -> use_deform_delay: boolean "Dont deform children when manipulating bones in Pose Mode"
- + * ID|Armature.deform_envelope -> use_deform_envelopes: boolean "Enable Bone Envelopes when defining deform"
- + * ID|Armature.deform_quaternion -> use_deform_preserve_volume: boolean "Enable deform rotation with Quaternions"
- + * ID|Armature.deform_vertexgroups -> use_deform_vertex_groups: boolean "Enable Vertex Groups when defining deform"
- + * ID|Armature.x_axis_mirror -> use_mirror_x: boolean "Apply changes to matching bone on opposite side of X-Axis"
+#ID|Armature.use_auto_ik -> use_auto_ik: boolean "Add temporaral IK constraints while grabbing bones in Pose Mode"
+#ID|Armature.use_deform_delay -> use_deform_delay: boolean "Dont deform children when manipulating bones in Pose Mode"
+#ID|Armature.use_deform_envelopes -> use_deform_envelopes: boolean "Enable Bone Envelopes when defining deform"
+#ID|Armature.use_deform_preserve_volume -> use_deform_preserve_volume: boolean "Enable deform rotation with Quaternions"
+#ID|Armature.use_deform_vertex_groups -> use_deform_vertex_groups: boolean "Enable Vertex Groups when defining deform"
+#ID|Armature.use_mirror_x -> use_mirror_x: boolean "Apply changes to matching bone on opposite side of X-Axis"
#ID|Brush.auto_smooth_factor -> auto_smooth_factor: float "Amount of smoothing to automatically apply to each stroke"
#+ * ID|Brush.blend -> blend: enum "Brush blending mode"
#+ * ID|Brush.clone_alpha -> clone_alpha: float "Opacity of clone image display"
@@ -1170,7 +1170,7 @@
#+ * ID|Curve.eval_time -> eval_time: float "Parametric position along the length of the curve that Objects following it should be at. Position is evaluated by dividing by the Path Length value"
#+ * ID|Curve.extrude -> extrude: float "Amount of curve extrusion when not using a bevel object"
#+ * ID|Curve.materials -> materials: collection, "(read-only)"
- + * ID|Curve.width -> offset: float "Scale the original width (1.0) based on given factor"
+#ID|Curve.offset -> offset: float "Scale the original width (1.0) based on given factor"
#ID|Curve.path_duration -> path_duration: int "The number of frames that are needed to traverse the path, defining the maximum value for the Evaluation Time setting"
#+ * ID|Curve.render_resolution_u -> render_resolution_u: int "Surface resolution in U direction used while rendering. Zero skips this property"
#+ * ID|Curve.render_resolution_v -> render_resolution_v: int "Surface resolution in V direction used while rendering. Zero skips this property"
@@ -1231,9 +1231,9 @@
#+ * ID|Image.file_format -> file_format: enum "Format used for re-saving this file"
#+ * ID|Image.filepath -> filepath: string "Image/Movie file name"
#+ * ID|Image.filepath_raw -> filepath_raw: string "Image/Movie file name (without data refreshing)"
- + * ID|Image.animation_speed -> fps: int "Speed of the animation in frames per second"
- + * ID|Image.animation_end -> frame_end: int "End frame of an animated texture"
- + * ID|Image.animation_start -> frame_start: int "Start frame of an animated texture"
+#ID|Image.fps -> fps: int "Speed of the animation in frames per second"
+#ID|Image.frame_end -> frame_end: int "End frame of an animated texture"
+#ID|Image.frame_start -> frame_start: int "Start frame of an animated texture"
#+ * ID|Image.generated_height -> generated_height: int "Generated image height"
#+ * ID|Image.generated_type -> generated_type: enum "Generated image type"
#+ * ID|Image.generated_width -> generated_width: int "Generated image width"
@@ -1246,11 +1246,11 @@
#+ * ID|Image.tiles_x -> tiles_x: int "Degree of repetition in the X direction"
#+ * ID|Image.tiles_y -> tiles_y: int "Degree of repetition in the Y direction"
#+ * ID|Image.type -> type: enum, "(read-only) How to generate the image"
- + * ID|Image.animated -> use_animation: boolean "Use as animated texture in the game engine"
- + * ID|Image.clamp_x -> use_clamp_x: boolean "Disable texture repeating horizontally"
- + * ID|Image.clamp_y -> use_clamp_y: boolean "Disable texture repeating vertically"
+#ID|Image.use_animation -> use_animation: boolean "Use as animated texture in the game engine"
+#ID|Image.use_clamp_x -> use_clamp_x: boolean "Disable texture repeating horizontally"
+#ID|Image.use_clamp_y -> use_clamp_y: boolean "Disable texture repeating vertically"
#ID|Image.use_fields -> use_fields: boolean "Use fields of the image"
- + * ID|Image.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha"
+#ID|Image.use_premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha"
+ * ID|Image.tiles -> use_tiles: boolean "Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)"
#+ * ID|Key.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock"
#+ * ID|Key.keys -> keys: collection, "(read-only) Shape keys"
@@ -1274,7 +1274,7 @@
#+ * ID|Lamp|AreaLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)"
#+ * ID|Lamp|AreaLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp"
#+ * ID|Lamp|AreaLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with"
- + * ID|Lamp|AreaLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower"
+#ID|Lamp|AreaLamp.shadow_ray_sample_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower"
#+ * ID|Lamp|AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x: int "Amount of samples taken extra (samples x samples)"
#+ * ID|Lamp|AreaLamp.shadow_ray_samples_y -> shadow_ray_samples_y: int "Amount of samples taken extra (samples x samples)"
#+ * ID|Lamp|AreaLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)"
@@ -1283,9 +1283,9 @@
#+ * ID|Lamp|AreaLamp.size_y -> size_y: float "Size of the area of the area Lamp in the Y direction for Rectangle shapes"
+ * ID|Lamp|AreaLamp.dither -> use_dither: boolean "Use 2x2 dithering for sampling (Constant Jittered sampling)"
+ * ID|Lamp|AreaLamp.jitter -> use_jitter: boolean "Use noise for sampling (Constant Jittered sampling)"
- + * ID|Lamp|AreaLamp.only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects"
- + * ID|Lamp|AreaLamp.shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows"
- + * ID|Lamp|AreaLamp.umbra -> use_umbra: boolean "Emphasize parts that are fully shadowed (Constant Jittered sampling)"
+#ID|Lamp|AreaLamp.use_only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects"
+#ID|Lamp|AreaLamp.use_shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows"
+#ID|Lamp|AreaLamp.use_umbra -> use_umbra: boolean "Emphasize parts that are fully shadowed (Constant Jittered sampling)"
#+ * ID|Lamp|PointLamp.falloff_curve -> falloff_curve: pointer, "(read-only) Custom Lamp Falloff Curve"
#+ * ID|Lamp|PointLamp.falloff_type -> falloff_type: enum "Intensity Decay with distance"
#+ * ID|Lamp|PointLamp.linear_attenuation -> linear_attenuation: float "Linear distance attenuation"
@@ -1293,12 +1293,12 @@
#+ * ID|Lamp|PointLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)"
#+ * ID|Lamp|PointLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp"
#+ * ID|Lamp|PointLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with"
- + * ID|Lamp|PointLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower"
+#ID|Lamp|PointLamp.shadow_ray_sample_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower"
#+ * ID|Lamp|PointLamp.shadow_ray_samples -> shadow_ray_samples: int "Amount of samples taken extra (samples x samples)"
#+ * ID|Lamp|PointLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)"
- + * ID|Lamp|PointLamp.only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects"
- + * ID|Lamp|PointLamp.shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows"
- + * ID|Lamp|PointLamp.sphere -> use_sphere: boolean "Sets light intensity to zero beyond lamp distance"
+#ID|Lamp|PointLamp.use_only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects"
+#ID|Lamp|PointLamp.use_shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows"
+#ID|Lamp|PointLamp.use_sphere -> use_sphere: boolean "Sets light intensity to zero beyond lamp distance"
#+ * ID|Lamp|SpotLamp.compression_threshold -> compression_threshold: float "Deep shadow map compression threshold"
#+ * ID|Lamp|SpotLamp.falloff_curve -> falloff_curve: pointer, "(read-only) Custom Lamp Falloff Curve"
#+ * ID|Lamp|SpotLamp.falloff_type -> falloff_type: enum "Intensity Decay with distance"
@@ -1317,29 +1317,29 @@
#+ * ID|Lamp|SpotLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp"
#+ * ID|Lamp|SpotLamp.shadow_filter_type -> shadow_filter_type: enum "Type of shadow filter (Buffer Shadows)"
#+ * ID|Lamp|SpotLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with"
- + * ID|Lamp|SpotLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower"
+#ID|Lamp|SpotLamp.shadow_ray_sample_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower"
#+ * ID|Lamp|SpotLamp.shadow_ray_samples -> shadow_ray_samples: int "Amount of samples taken extra (samples x samples)"
#+ * ID|Lamp|SpotLamp.shadow_sample_buffers -> shadow_sample_buffers: enum "Number of shadow buffers to render for better AA, this increases memory usage"
#+ * ID|Lamp|SpotLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)"
#+ * ID|Lamp|SpotLamp.show_cone -> show_cone: boolean "Draw transparent cone in 3D view to visualize which objects are contained in it"
#+ * ID|Lamp|SpotLamp.spot_blend -> spot_blend: float "The softness of the spotlight edge"
#+ * ID|Lamp|SpotLamp.spot_size -> spot_size: float "Angle of the spotlight beam in degrees"
- + * ID|Lamp|SpotLamp.auto_clip_end -> use_auto_clip_end: boolean "Automatic calculation of clipping-end, based on visible vertices"
- + * ID|Lamp|SpotLamp.auto_clip_start -> use_auto_clip_start: boolean "Automatic calculation of clipping-start, based on visible vertices"
+#ID|Lamp|SpotLamp.use_auto_clip_end -> use_auto_clip_end: boolean "Automatic calculation of clipping-end, based on visible vertices"
+#ID|Lamp|SpotLamp.use_auto_clip_start -> use_auto_clip_start: boolean "Automatic calculation of clipping-start, based on visible vertices"
#ID|Lamp|SpotLamp.use_halo -> use_halo: boolean "Renders spotlight with a volumetric halo (Buffer Shadows)"
- + * ID|Lamp|SpotLamp.only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects"
- + * ID|Lamp|SpotLamp.shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows"
- + * ID|Lamp|SpotLamp.sphere -> use_sphere: boolean "Sets light intensity to zero beyond lamp distance"
+#ID|Lamp|SpotLamp.use_only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects"
+#ID|Lamp|SpotLamp.use_shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows"
+#ID|Lamp|SpotLamp.use_sphere -> use_sphere: boolean "Sets light intensity to zero beyond lamp distance"
+ * ID|Lamp|SpotLamp.square -> use_square: boolean "Casts a square spot light shape"
#+ * ID|Lamp|SunLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)"
#+ * ID|Lamp|SunLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp"
#+ * ID|Lamp|SunLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with"
+#ID|Lamp|SunLamp.shadow_ray_sample_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower"
#+ * ID|Lamp|SunLamp.shadow_ray_samples -> shadow_ray_samples: int "Amount of samples taken extra (samples x samples)"
-#+ * ID|Lamp|SunLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower"
#+ * ID|Lamp|SunLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)"
#+ * ID|Lamp|SunLamp.sky -> sky: pointer, "(read-only) Sky related settings for sun lamps"
- + * ID|Lamp|SunLamp.only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects"
- + * ID|Lamp|SunLamp.shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows"
+#ID|Lamp|SunLamp.use_only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects"
+#ID|Lamp|SunLamp.use_shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows"
#+ * ID|Lattice.interpolation_type_u -> interpolation_type_u: enum "NO DESCRIPTION"
#+ * ID|Lattice.interpolation_type_v -> interpolation_type_v: enum "NO DESCRIPTION"
#+ * ID|Lattice.interpolation_type_w -> interpolation_type_w: enum "NO DESCRIPTION"
@@ -1376,14 +1376,14 @@
#+ * ID|Material.light_group -> light_group: pointer "Limit lighting to lamps in this Group"
#+ * ID|Material.mirror_color -> mirror_color: float[3] "Mirror color of the material"
#+ * ID|Material.node_tree -> node_tree: pointer, "(read-only) Node tree for node based materials"
- + * ID|Material.z_offset -> offset_z: float "Gives faces an artificial offset in the Z buffer for Z transparency"
+#ID|Material.offset_z -> offset_z: float "Gives faces an artificial offset in the Z buffer for Z transparency"
#+ * ID|Material.physics -> physics: pointer, "(read-only) Game physics settings"
#+ * ID|Material.preview_render_type -> preview_render_type: enum "Type of preview render"
#+ * ID|Material.raytrace_mirror -> raytrace_mirror: pointer, "(read-only) Raytraced reflection settings for the material"
#+ * ID|Material.raytrace_transparency -> raytrace_transparency: pointer, "(read-only) Raytraced transparency settings for the material"
#+ * ID|Material.roughness -> roughness: float "Oren-Nayar Roughness"
#+ * ID|Material.shadow_buffer_bias -> shadow_buffer_bias: float "Factor to multiply shadow buffer bias with (0 is ignore.)"
- + * ID|Material.shadow_casting_alpha -> shadow_cast_alpha: float "Shadow casting alpha, in use for Irregular and Deep shadow buffer"
+#ID|Material.shadow_cast_alpha -> shadow_cast_alpha: float "Shadow casting alpha, in use for Irregular and Deep shadow buffer"
#+ * ID|Material.shadow_ray_bias -> shadow_ray_bias: float "Shadow raytracing bias to prevent terminator problems on shadow boundary"
#+ * ID|Material.specular_alpha -> specular_alpha: float "Alpha transparency for specular areas"
#+ * ID|Material.specular_color -> specular_color: float[3] "Specular color of the material"
@@ -1404,38 +1404,38 @@
#+ * ID|Material.translucency -> translucency: float "Amount of diffuse shading on the back side"
#+ * ID|Material.transparency_method -> transparency_method: enum "Method to use for rendering transparency"
#+ * ID|Material.type -> type: enum "Material type defining how the object is rendered"
- + * ID|Material.cast_approximate -> use_cast_approximate: boolean "Allow this material to cast shadows when using approximate ambient occlusion."
- + * ID|Material.cast_buffer_shadows -> use_cast_buffer_shadows: boolean "Allow this material to cast shadows from shadow buffer lamps"
- + * ID|Material.cast_shadows_only -> use_cast_shadows_only: boolean "Makes objects with this material appear invisible, only casting shadows (not rendered)"
+#ID|Material.use_cast_approximate -> use_cast_approximate: boolean "Allow this material to cast shadows when using approximate ambient occlusion."
+#ID|Material.use_cast_buffer_shadows -> use_cast_buffer_shadows: boolean "Allow this material to cast shadows from shadow buffer lamps"
+#ID|Material.use_cast_shadows_only -> use_cast_shadows_only: boolean "Makes objects with this material appear invisible, only casting shadows (not rendered)"
+ * ID|Material.cubic -> use_cubic: boolean "Use cubic interpolation for diffuse values, for smoother transitions"
#+ * ID|Material.use_diffuse_ramp -> use_diffuse_ramp: boolean "Toggle diffuse ramp operations"
- + * ID|Material.face_texture -> use_face_texture: boolean "Replaces the objects base color with color from face assigned image textures"
- + * ID|Material.face_texture_alpha -> use_face_texture_alpha: boolean "Replaces the objects base alpha value with alpha from face assigned image textures"
- + * ID|Material.full_oversampling -> use_full_oversampling: boolean "Force this material to render full shading/textures for all anti-aliasing samples"
- + * ID|Material.light_group_exclusive -> use_light_group_exclusive: boolean "Material uses the light group exclusively - these lamps are excluded from other scene lighting"
+#ID|Material.use_face_texture -> use_face_texture: boolean "Replaces the objects base color with color from face assigned image textures"
+#ID|Material.use_face_texture_alpha -> use_face_texture_alpha: boolean "Replaces the objects base alpha value with alpha from face assigned image textures"
+#ID|Material.use_full_oversampling -> use_full_oversampling: boolean "Force this material to render full shading/textures for all anti-aliasing samples"
+#ID|Material.use_light_group_exclusive -> use_light_group_exclusive: boolean "Material uses the light group exclusively - these lamps are excluded from other scene lighting"
#ID|Material.use_mist -> use_mist: boolean "Use mist with this material (in world settings)"
#+ * ID|Material.use_nodes -> use_nodes: boolean "Use shader nodes to render the material"
- + * ID|Material.object_color -> use_object_color: boolean "Modulate the result with a per-object color"
- + * ID|Material.only_shadow -> use_only_shadow: boolean "Renders shadows as the materials alpha value, making materials transparent except for shadowed areas"
- + * ID|Material.ray_shadow_bias -> use_ray_shadow_bias: boolean "Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)"
- + * ID|Material.traceable -> use_raytrace: boolean "Include this material and geometry that uses it in ray tracing calculations"
- + * ID|Material.shadeless -> use_shadeless: boolean "Makes this material insensitive to light or shadow"
+#ID|Material.use_object_color -> use_object_color: boolean "Modulate the result with a per-object color"
+#ID|Material.use_only_shadow -> use_only_shadow: boolean "Renders shadows as the materials alpha value, making materials transparent except for shadowed areas"
+#ID|Material.use_ray_shadow_bias -> use_ray_shadow_bias: boolean "Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)"
+#ID|Material.use_raytrace -> use_raytrace: boolean "Include this material and geometry that uses it in ray tracing calculations"
+#ID|Material.use_shadeless -> use_shadeless: boolean "Makes this material insensitive to light or shadow"
+ * ID|Material.shadows -> use_shadows: boolean "Allows this material to receive shadows"
#+ * ID|Material.use_sky -> use_sky: boolean "Renders this material with zero alpha, with sky background in place (scanline only)"
#+ * ID|Material.use_specular_ramp -> use_specular_ramp: boolean "Toggle specular ramp operations"
- + * ID|Material.tangent_shading -> use_tangent_shading: boolean "Use the materials tangent vector instead of the normal for shading - for anisotropic shading effects"
+#ID|Material.use_tangent_shading -> use_tangent_shading: boolean "Use the materials tangent vector instead of the normal for shading - for anisotropic shading effects"
#+ * ID|Material.use_textures -> use_textures: boolean[18] "Enable/Disable each texture"
- + * ID|Material.transparency -> use_transparency: boolean "Render material as transparent"
- + * ID|Material.receive_transparent_shadows -> use_transparent_shadows: boolean "Allow this object to receive transparent shadows casted through other objects"
- + * ID|Material.vertex_color_light -> use_vertex_color_light: boolean "Add vertex colors as additional lighting"
- + * ID|Material.vertex_color_paint -> use_vertex_color_paint: boolean "Replaces object base color with vertex colors (multiplies with texture face face assigned textures)"
+#ID|Material.use_transparency -> use_transparency: boolean "Render material as transparent"
+#ID|Material.use_transparent_shadows -> use_transparent_shadows: boolean "Allow this object to receive transparent shadows casted through other objects"
+#ID|Material.use_vertex_color_light -> use_vertex_color_light: boolean "Add vertex colors as additional lighting"
+#ID|Material.use_vertex_color_paint -> use_vertex_color_paint: boolean "Replaces object base color with vertex colors (multiplies with texture face face assigned textures)"
#+ * ID|Material.volume -> volume: pointer, "(read-only) Volume settings for the material"
#+ * ID|Mesh.active_uv_texture -> active_uv_texture: pointer "Active UV texture"
#+ * ID|Mesh.active_uv_texture_index -> active_uv_texture_index: int "Active UV texture index"
#+ * ID|Mesh.active_vertex_color -> active_vertex_color: pointer "Active vertex color layer"
#+ * ID|Mesh.active_vertex_color_index -> active_vertex_color_index: int "Active vertex color index"
#+ * ID|Mesh.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock"
- + * ID|Mesh.autosmooth_angle -> auto_smooth_angle: int "Defines maximum angle between face normals that Auto Smooth will operate on"
+#ID|Mesh.auto_smooth_angle -> auto_smooth_angle: int "Defines maximum angle between face normals that Auto Smooth will operate on"
#+ * ID|Mesh.edges -> edges: collection, "(read-only) Edges of the mesh"
#+ * ID|Mesh.faces -> faces: collection, "(read-only) Faces of the mesh"
#ID|Mesh.layers_float -> layers_float: collection, "(read-only)"
@@ -1464,7 +1464,7 @@
#+ * ID|Mesh.total_edge_sel -> total_edge_sel: int, "(read-only) Selected edge count in editmode"
#+ * ID|Mesh.total_face_sel -> total_face_sel: int, "(read-only) Selected face count in editmode"
#+ * ID|Mesh.total_vert_sel -> total_vert_sel: int, "(read-only) Selected vertex count in editmode"
- + * ID|Mesh.autosmooth -> use_auto_smooth: boolean "Treats all set-smoothed faces with angles less than the specified angle as smooth during render"
+#ID|Mesh.use_auto_smooth -> use_auto_smooth: boolean "Treats all set-smoothed faces with angles less than the specified angle as smooth during render"
#ID|Mesh.use_auto_texspace -> use_auto_texspace: boolean "Adjusts active objects texture space automatically when transforming object"
#+ * ID|Mesh.use_mirror_topology -> use_mirror_topology: boolean "Use topology based mirroring"
#+ * ID|Mesh.use_mirror_x -> use_mirror_x: boolean "X Axis mirror editing"
@@ -1511,7 +1511,7 @@
#+ * ID|Object.delta_scale -> delta_scale: float[3] "Extra scaling added to the scale of the object"
#+ * ID|Object.dimensions -> dimensions: float[3] "Absolute bounding box dimensions of the object"
#+ * ID|Object.draw_bounds_type -> draw_bounds_type: enum "Object boundary display type"
- + * ID|Object.max_draw_type -> draw_type: enum "Maximum draw type to display object with in viewport"
+#ID|Object.draw_type -> draw_type: enum "Maximum draw type to display object with in viewport"
#+ * ID|Object.dupli_faces_scale -> dupli_faces_scale: float "Scale the DupliFace objects"
#+ * ID|Object.dupli_frames_end -> dupli_frames_end: int "End frame for DupliFrames"
#+ * ID|Object.dupli_frames_off -> dupli_frames_off: int "Recurring frames to exclude from the Dupliframes"
@@ -1573,49 +1573,49 @@
#+ * ID|Object.up_axis -> up_axis: enum "Axis that points in the upward direction"
#+ * ID|Object.use_dupli_faces_scale -> use_dupli_faces_scale: boolean "Scale dupli based on face size"
#+ * ID|Object.use_dupli_frames_speed -> use_dupli_frames_speed: boolean "Set dupliframes to use the frame"
- + * ID|Object.use_dupli_verts_rotation -> use_dupli_vertices_rotation: boolean "Rotate dupli according to vertex normal"
- + * ID|Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean "Apply shape keys in edit mode (for Meshes only)"
- + * ID|Object.slow_parent -> use_slow_parent: boolean "Create a delay in the parent relationship"
- + * ID|Object.time_offset_add_parent -> use_time_offset_add_parent: boolean "Add the parents time offset value"
- + * ID|Object.time_offset_edit -> use_time_offset_edit: boolean "Use time offset when inserting keys and display time offset for F-Curve and action views"
- + * ID|Object.time_offset_parent -> use_time_offset_parent: boolean "Apply the time offset to this objects parent relationship"
- + * ID|Object.time_offset_particle -> use_time_offset_particle: boolean "Let the time offset work on the particle effect"
+#ID|Object.use_dupli_vertices_rotation -> use_dupli_vertices_rotation: boolean "Rotate dupli according to vertex normal"
+#ID|Object.use_shape_key_edit_mode -> use_shape_key_edit_mode: boolean "Apply shape keys in edit mode (for Meshes only)"
+#ID|Object.use_slow_parent -> use_slow_parent: boolean "Create a delay in the parent relationship"
+#ID|Object.use_time_offset_add_parent -> use_time_offset_add_parent: boolean "Add the parents time offset value"
+#ID|Object.use_time_offset_edit -> use_time_offset_edit: boolean "Use time offset when inserting keys and display time offset for F-Curve and action views"
+#ID|Object.use_time_offset_parent -> use_time_offset_parent: boolean "Apply the time offset to this objects parent relationship"
+#ID|Object.use_time_offset_particle -> use_time_offset_particle: boolean "Let the time offset work on the particle effect"
#+ * ID|Object.vertex_groups -> vertex_groups: collection, "(read-only) Vertex groups of the object"
#+ * ID|ParticleSettings.active_dupliweight -> active_dupliweight: pointer, "(read-only)"
#+ * ID|ParticleSettings.active_dupliweight_index -> active_dupliweight_index: int "NO DESCRIPTION"
#+ * ID|ParticleSettings.adaptive_angle -> adaptive_angle: int "How many degrees path has to curve to make another render segment"
- + * ID|ParticleSettings.adaptive_pix -> adaptive_pixel: int "How many pixels path has to cover to make another render segment"
+#ID|ParticleSettings.adaptive_pixel -> adaptive_pixel: int "How many pixels path has to cover to make another render segment"
#+ * ID|ParticleSettings.angular_velocity_factor -> angular_velocity_factor: float "Angular velocity amount"
#+ * ID|ParticleSettings.angular_velocity_mode -> angular_velocity_mode: enum "Particle angular velocity mode"
#+ * ID|ParticleSettings.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock"
- + * ID|ParticleSettings.child_effector -> apply_effector_to_children: boolean "Apply effectors to children"
- + * ID|ParticleSettings.child_guide -> apply_guide_to_children: boolean "NO DESCRIPTION"
+#ID|ParticleSettings.apply_effector_to_children -> apply_effector_to_children: boolean "Apply effectors to children"
+#ID|ParticleSettings.apply_guide_to_children -> apply_guide_to_children: boolean "NO DESCRIPTION"
#+ * ID|ParticleSettings.billboard_align -> billboard_align: enum "In respect to what the billboards are aligned"
#+ * ID|ParticleSettings.billboard_animation -> billboard_animation: enum "How to animate billboard textures"
#+ * ID|ParticleSettings.billboard_object -> billboard_object: pointer "Billboards face this object (default is active camera)"
#+ * ID|ParticleSettings.billboard_offset -> billboard_offset: float[2] "NO DESCRIPTION"
- + * ID|ParticleSettings.billboard_split_offset -> billboard_offset_split: enum "How to offset billboard textures"
+#ID|ParticleSettings.billboard_offset_split -> billboard_offset_split: enum "How to offset billboard textures"
#+ * ID|ParticleSettings.billboard_tilt -> billboard_tilt: float "Tilt of the billboards"
- + * ID|ParticleSettings.billboard_random_tilt -> billboard_tilt_random: float "Random tilt of the billboards"
+#ID|ParticleSettings.billboard_tilt_random -> billboard_tilt_random: float "Random tilt of the billboards"
#+ * ID|ParticleSettings.billboard_uv_split -> billboard_uv_split: int "Amount of rows/columns to split UV coordinates for billboards"
#+ * ID|ParticleSettings.boids -> boids: pointer, "(read-only)"
#+ * ID|ParticleSettings.branch_threshold -> branch_threshold: float "Threshold of branching"
#+ * ID|ParticleSettings.brownian_factor -> brownian_factor: float "Specify the amount of Brownian motion"
#+ * ID|ParticleSettings.child_length -> child_length: float "Length of child paths"
- + * ID|ParticleSettings.child_length_thres -> child_length_threshold: float "Amount of particles left untouched by child path length"
+#ID|ParticleSettings.child_length_threshold -> child_length_threshold: float "Amount of particles left untouched by child path length"
#+ * ID|ParticleSettings.child_nbr -> child_nbr: int "Amount of children/parent"
#+ * ID|ParticleSettings.child_radius -> child_radius: float "Radius of children around parent"
#+ * ID|ParticleSettings.child_roundness -> child_roundness: float "Roundness of children around parent"
#+ * ID|ParticleSettings.child_size -> child_size: float "A multiplier for the child particle size"
- + * ID|ParticleSettings.child_random_size -> child_size_random: float "Random variation to the size of the child particles"
+#ID|ParticleSettings.child_size_random -> child_size_random: float "Random variation to the size of the child particles"
#+ * ID|ParticleSettings.child_type -> child_type: enum "Create child particles"
#+ * ID|ParticleSettings.clump_factor -> clump_factor: float "Amount of clumping"
- + * ID|ParticleSettings.clumppow -> clump_shape: float "Shape of clumping"
+#ID|ParticleSettings.clump_shape -> clump_shape: float "Shape of clumping"
+ * ID|ParticleSettings.amount -> count: int "Total number of particles"
- + * ID|ParticleSettings.damp_factor -> damping: float "Specify the amount of damping"
+#ID|ParticleSettings.damping -> damping: float "Specify the amount of damping"
#+ * ID|ParticleSettings.distribution -> distribution: enum "How to distribute particles on selected element"
#+ * ID|ParticleSettings.drag_factor -> drag_factor: float "Specify the amount of air-drag"
- + * ID|ParticleSettings.draw_as -> draw_method: enum "How particles are drawn in viewport"
+#ID|ParticleSettings.draw_method -> draw_method: enum "How particles are drawn in viewport"
+ * ID|ParticleSettings.display -> draw_percentage: int "Percentage of particles to display in 3D view"
#+ * ID|ParticleSettings.draw_size -> draw_size: int "Size of particles on viewport in pixels (0=default)"
#+ * ID|ParticleSettings.draw_step -> draw_step: int "How many steps paths are drawn with (power of 2)"
@@ -1625,7 +1625,7 @@
#+ * ID|ParticleSettings.effect_hair -> effect_hair: float "Hair stiffness for effectors"
#+ * ID|ParticleSettings.effector_weights -> effector_weights: pointer, "(read-only)"
#+ * ID|ParticleSettings.emit_from -> emit_from: enum "Where to emit particles from"
- + * ID|ParticleSettings.random_factor -> factor_random: float "Give the starting speed a random variation"
+#ID|ParticleSettings.factor_random -> factor_random: float "Give the starting speed a random variation"
#+ * ID|ParticleSettings.fluid -> fluid: pointer, "(read-only)"
#+ * ID|ParticleSettings.force_field_1 -> force_field_1: pointer, "(read-only)"
#+ * ID|ParticleSettings.force_field_2 -> force_field_2: pointer, "(read-only)"
@@ -1634,7 +1634,7 @@
#+ * ID|ParticleSettings.grid_resolution -> grid_resolution: int "The resolution of the particle grid"
#+ * ID|ParticleSettings.hair_step -> hair_step: int "Number of hair segments"
#+ * ID|ParticleSettings.integrator -> integrator: enum "Select physics integrator type"
- + * ID|ParticleSettings.grid_invert -> invert_grid: boolean "Invert what is considered object and what is not"
+#ID|ParticleSettings.invert_grid -> invert_grid: boolean "Invert what is considered object and what is not"
#+ * ID|ParticleSettings.jitter_factor -> jitter_factor: float "Amount of jitter applied to the sampling"
#+ * ID|ParticleSettings.keyed_loops -> keyed_loops: int "Number of times the keys are looped"
#+ * ID|ParticleSettings.keys_step -> keys_step: int "NO DESCRIPTION"
@@ -1643,40 +1643,40 @@
#+ * ID|ParticleSettings.kink_axis -> kink_axis: enum "Which axis to use for offset"
#+ * ID|ParticleSettings.kink_frequency -> kink_frequency: float "The frequency of the offset (1/total length)"
#+ * ID|ParticleSettings.kink_shape -> kink_shape: float "Adjust the offset to the beginning/end"
- + * ID|ParticleSettings.random_length -> length_random: float "Give path length a random variation"
+#ID|ParticleSettings.length_random -> length_random: float "Give path length a random variation"
#+ * ID|ParticleSettings.lifetime -> lifetime: float "Specify the life span of the particles"
- + * ID|ParticleSettings.random_lifetime -> lifetime_random: float "Give the particle life a random variation"
+#ID|ParticleSettings.lifetime_random -> lifetime_random: float "Give the particle life a random variation"
#+ * ID|ParticleSettings.line_length_head -> line_length_head: float "Length of the lines head"
#+ * ID|ParticleSettings.line_length_tail -> line_length_tail: float "Length of the lines tail"
- + * ID|ParticleSettings.billboard_lock -> lock_billboard: boolean "Lock the billboards align axis"
- + * ID|ParticleSettings.boids_2d -> lock_boids_to_surface: boolean "Constrain boids to a surface"
+#ID|ParticleSettings.lock_billboard -> lock_billboard: boolean "Lock the billboards align axis"
+#ID|ParticleSettings.lock_boids_to_surface -> lock_boids_to_surface: boolean "Constrain boids to a surface"
#+ * ID|ParticleSettings.mass -> mass: float "Specify the mass of the particles"
#+ * ID|ParticleSettings.material -> material: int "Specify material used for the particles"
#+ * ID|ParticleSettings.normal_factor -> normal_factor: float "Let the surface normal give the particle a starting speed"
- + * ID|ParticleSettings.object_aligned_factor -> object_align_factor: float[3] "Let the emitter object orientation give the particle a starting speed"
+#ID|ParticleSettings.object_align_factor -> object_align_factor: float[3] "Let the emitter object orientation give the particle a starting speed"
#+ * ID|ParticleSettings.object_factor -> object_factor: float "Let the object give the particle a starting speed"
#+ * ID|ParticleSettings.particle_factor -> particle_factor: float "Let the target particle give the particle a starting speed"
#+ * ID|ParticleSettings.particle_size -> particle_size: float "The size of the particles"
#+ * ID|ParticleSettings.path_end -> path_end: float "End time of drawn path"
#+ * ID|ParticleSettings.path_start -> path_start: float "Starting time of drawn path"
#+ * ID|ParticleSettings.phase_factor -> phase_factor: float "Initial rotation phase"
- + * ID|ParticleSettings.random_phase_factor -> phase_factor_random: float "Randomize rotation phase"
+#ID|ParticleSettings.phase_factor_random -> phase_factor_random: float "Randomize rotation phase"
#+ * ID|ParticleSettings.physics_type -> physics_type: enum "Particle physics type"
#+ * ID|ParticleSettings.react_event -> react_event: enum "The event of target particles to react on"
#+ * ID|ParticleSettings.reaction_shape -> reaction_shape: float "Power of reaction strength dependence on distance to target"
#+ * ID|ParticleSettings.reactor_factor -> reactor_factor: float "Let the vector away from the target particles location give the particle a starting speed"
#+ * ID|ParticleSettings.render_step -> render_step: int "How many steps paths are rendered with (power of 2)"
- + * ID|ParticleSettings.ren_as -> render_type: enum "How particles are rendered"
- + * ID|ParticleSettings.rendered_child_nbr -> rendered_child_count: int "Amount of children/parent for rendering"
- + * ID|ParticleSettings.random_rotation_factor -> rotation_factor_random: float "Randomize rotation"
+#ID|ParticleSettings.render_type -> render_type: enum "How particles are rendered"
+#ID|ParticleSettings.rendered_child_count -> rendered_child_count: int "Amount of children/parent for rendering"
+#ID|ParticleSettings.rotation_factor_random -> rotation_factor_random: float "Randomize rotation"
#+ * ID|ParticleSettings.rotation_mode -> rotation_mode: enum "Particles initial rotation"
- + * ID|ParticleSettings.rough1 -> roughness_1: float "Amount of location dependent rough"
- + * ID|ParticleSettings.rough1_size -> roughness_1_size: float "Size of location dependent rough"
- + * ID|ParticleSettings.rough2 -> roughness_2: float "Amount of random rough"
- + * ID|ParticleSettings.rough2_size -> roughness_2_size: float "Size of random rough"
- + * ID|ParticleSettings.rough2_thres -> roughness_2_threshold: float "Amount of particles left untouched by random rough"
- + * ID|ParticleSettings.rough_end_shape -> roughness_end_shape: float "Shape of end point rough"
- + * ID|ParticleSettings.rough_endpoint -> roughness_endpoint: float "Amount of end point rough"
+#ID|ParticleSettings.roughness_1 -> roughness_1: float "Amount of location dependent rough"
+#ID|ParticleSettings.roughness_1_size -> roughness_1_size: float "Size of location dependent rough"
+#ID|ParticleSettings.roughness_2 -> roughness_2: float "Amount of random rough"
+#ID|ParticleSettings.roughness_2_size -> roughness_2_size: float "Size of random rough"
+#ID|ParticleSettings.roughness_2_threshold -> roughness_2_threshold: float "Amount of particles left untouched by random rough"
+#ID|ParticleSettings.roughness_end_shape -> roughness_end_shape: float "Shape of end point rough"
+#ID|ParticleSettings.roughness_endpoint -> roughness_endpoint: float "Amount of end point rough"
#ID|ParticleSettings.show_health -> show_health: boolean "Draw boid health"
#ID|ParticleSettings.show_material_color -> show_material_color: boolean "Draw particles using materials diffuse color"
#ID|ParticleSettings.show_number -> show_number: boolean "Show particle number"
@@ -1687,39 +1687,39 @@
#+ * ID|ParticleSettings.simplify_refsize -> simplify_refsize: int "Reference size in pixels, after which simplification begins"
#+ * ID|ParticleSettings.simplify_transition -> simplify_transition: float "Transition period for fading out strands"
#+ * ID|ParticleSettings.simplify_viewport -> simplify_viewport: float "Speed of Simplification"
- + * ID|ParticleSettings.random_size -> size_random: float "Give the particle size a random variation"
+#ID|ParticleSettings.size_random -> size_random: float "Give the particle size a random variation"
#+ * ID|ParticleSettings.subframes -> subframes: int "Subframes to simulate for improved stability and finer granularity simulations"
#+ * ID|ParticleSettings.tangent_factor -> tangent_factor: float "Let the surface tangent give the particle a starting speed"
#+ * ID|ParticleSettings.tangent_phase -> tangent_phase: float "Rotate the surface tangent"
#+ * ID|ParticleSettings.time_tweak -> time_tweak: float "A multiplier for physics timestep (1.0 means one frame = 1/25 seconds)"
#+ * ID|ParticleSettings.trail_count -> trail_count: int "Number of trail particles"
#+ * ID|ParticleSettings.type -> type: enum "NO DESCRIPTION"
- + * ID|ParticleSettings.abs_path_time -> use_absolute_path_time: boolean "Path timing is in absolute frames"
- + * ID|ParticleSettings.animate_branching -> use_animate_branching: boolean "Animate branching"
- + * ID|ParticleSettings.branching -> use_branching: boolean "Branch child paths from each other"
- + * ID|ParticleSettings.died -> use_dead: boolean "Show particles after they have died"
- + * ID|ParticleSettings.die_on_collision -> use_die_on_collision: boolean "Particles die when they collide with a deflector object"
- + * ID|ParticleSettings.rotation_dynamic -> use_dynamic_rotation: boolean "Sets rotation to dynamic/constant"
+#ID|ParticleSettings.use_absolute_path_time -> use_absolute_path_time: boolean "Path timing is in absolute frames"
+#ID|ParticleSettings.use_animate_branching -> use_animate_branching: boolean "Animate branching"
+#ID|ParticleSettings.use_branching -> use_branching: boolean "Branch child paths from each other"
+#ID|ParticleSettings.use_dead -> use_dead: boolean "Show particles after they have died"
+#ID|ParticleSettings.use_die_on_collision -> use_die_on_collision: boolean "Particles die when they collide with a deflector object"
+#ID|ParticleSettings.use_dynamic_rotation -> use_dynamic_rotation: boolean "Sets rotation to dynamic/constant"
+ * ID|ParticleSettings.trand -> use_emit_random: boolean "Emit in random order of elements"
- + * ID|ParticleSettings.even_distribution -> use_even_distribution: boolean "Use even distribution from faces based on face areas or edge lengths"
+#ID|ParticleSettings.use_even_distribution -> use_even_distribution: boolean "Use even distribution from faces based on face areas or edge lengths"
#+ * ID|ParticleSettings.use_global_dupli -> use_global_dupli: boolean "Use objects global coordinates for duplication"
#+ * ID|ParticleSettings.use_group_count -> use_group_count: boolean "Use object multiple times in the same group"
- + * ID|ParticleSettings.rand_group -> use_group_pick_random: boolean "Pick objects from group randomly"
- + * ID|ParticleSettings.hair_bspline -> use_hair_bspline: boolean "Interpolate hair using B-Splines"
- + * ID|ParticleSettings.sizemass -> use_multiply_size_mass: boolean "Multiply mass by particle size"
+#ID|ParticleSettings.use_group_pick_random -> use_group_pick_random: boolean "Pick objects from group randomly"
+#ID|ParticleSettings.use_hair_bspline -> use_hair_bspline: boolean "Interpolate hair using B-Splines"
+#ID|ParticleSettings.use_multiply_size_mass -> use_multiply_size_mass: boolean "Multiply mass by particle size"
+ * ID|ParticleSettings.parent -> use_parent_particles: boolean "Render parent particles"
- + * ID|ParticleSettings.react_multiple -> use_react_multiple: boolean "React multiple times"
- + * ID|ParticleSettings.react_start_end -> use_react_start_end: boolean "Give birth to unreacted particles eventually"
- + * ID|ParticleSettings.render_adaptive -> use_render_adaptive: boolean "Draw steps of the particle path"
+#ID|ParticleSettings.use_react_multiple -> use_react_multiple: boolean "React multiple times"
+#ID|ParticleSettings.use_react_start_end -> use_react_start_end: boolean "Give birth to unreacted particles eventually"
+#ID|ParticleSettings.use_render_adaptive -> use_render_adaptive: boolean "Draw steps of the particle path"
+ * ID|ParticleSettings.emitter -> use_render_emitter: boolean "Render emitter Object also"
- + * ID|ParticleSettings.self_effect -> use_self_effect: boolean "Particle effectors effect themselves"
- + * ID|ParticleSettings.enable_simplify -> use_simplify: boolean "Remove child strands as the object becomes smaller on the screen"
+#ID|ParticleSettings.use_self_effect -> use_self_effect: boolean "Particle effectors effect themselves"
+#ID|ParticleSettings.use_simplify -> use_simplify: boolean "Remove child strands as the object becomes smaller on the screen"
+ * ID|ParticleSettings.viewport -> use_simplify_viewport: boolean "NO DESCRIPTION"
- + * ID|ParticleSettings.size_deflect -> use_size_deflect: boolean "Use particles size in deflection"
- + * ID|ParticleSettings.render_strand -> use_strand_primitive: boolean "Use the strand primitive for rendering"
- + * ID|ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean "Start and end points are the same"
- + * ID|ParticleSettings.velocity_length -> use_velocity_length: boolean "Multiply line length by particle speed"
- + * ID|ParticleSettings.whole_group -> use_whole_group: boolean "Use whole group at once"
+#ID|ParticleSettings.use_size_deflect -> use_size_deflect: boolean "Use particles size in deflection"
+#ID|ParticleSettings.use_strand_primitive -> use_strand_primitive: boolean "Use the strand primitive for rendering"
+#ID|ParticleSettings.use_symmetric_branching -> use_symmetric_branching: boolean "Start and end points are the same"
+#ID|ParticleSettings.use_velocity_length -> use_velocity_length: boolean "Multiply line length by particle speed"
+#ID|ParticleSettings.use_whole_group -> use_whole_group: boolean "Use whole group at once"
#+ * ID|ParticleSettings.userjit -> userjit: int "Emission locations / face (0 = automatic)"
#+ * ID|ParticleSettings.virtual_parents -> virtual_parents: float "Relative amount of virtual parents"
#+ * ID|Scene.active_keying_set -> active_keying_set: pointer "Active Keying Set used to insert/delete keyframes"
@@ -1797,19 +1797,19 @@
#+ * ID|Texture.use_color_ramp -> use_color_ramp: boolean "Toggle color ramp operations"
#+ * ID|Texture.use_nodes -> use_nodes: boolean "Make this a node-based texture"
#+ * ID|Texture.use_preview_alpha -> use_preview_alpha: boolean "Show Alpha in Preview Render"
-#+ * ID|Texture|BlendTexture.flip_axis -> flip_axis: enum "Flips the textures X and Y axis"
#+ * ID|Texture|BlendTexture.progression -> progression: enum "Sets the style of the color blending"
+#ID|Texture|BlendTexture.use_flip_axis -> use_flip_axis: enum "Flips the textures X and Y axis"
+ * ID|Texture|CloudsTexture.stype -> cloud_type: enum "NO DESCRIPTION"
#+ * ID|Texture|CloudsTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal"
#+ * ID|Texture|CloudsTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence"
#+ * ID|Texture|CloudsTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation"
- + * ID|Texture|CloudsTexture.noise_size -> noise_scale: float "Sets scaling for noise input"
+#ID|Texture|CloudsTexture.noise_scale -> noise_scale: float "Sets scaling for noise input"
#+ * ID|Texture|CloudsTexture.noise_type -> noise_type: enum "NO DESCRIPTION"
#+ * ID|Texture|DistortedNoiseTexture.distortion -> distortion: float "NO DESCRIPTION"
#+ * ID|Texture|DistortedNoiseTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal"
#+ * ID|Texture|DistortedNoiseTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence"
#+ * ID|Texture|DistortedNoiseTexture.noise_distortion -> noise_distortion: enum "Sets the noise basis for the distortion"
- + * ID|Texture|DistortedNoiseTexture.noise_size -> noise_scale: float "Sets scaling for noise input"
+#ID|Texture|DistortedNoiseTexture.noise_scale -> noise_scale: float "Sets scaling for noise input"
#+ * ID|Texture|EnvironmentMapTexture.environment_map -> environment_map: pointer, "(read-only) Gets the environment map associated with this texture"
#+ * ID|Texture|EnvironmentMapTexture.filter_eccentricity -> filter_eccentricity: int "Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower"
#+ * ID|Texture|EnvironmentMapTexture.filter_probes -> filter_probes: int "Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower"
@@ -1817,9 +1817,9 @@
+ * ID|Texture|EnvironmentMapTexture.filter -> filter_type: enum "Texture filter to use for sampling image"
#+ * ID|Texture|EnvironmentMapTexture.image -> image: pointer "Source image file to read the environment map from"
#+ * ID|Texture|EnvironmentMapTexture.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed"
- + * ID|Texture|EnvironmentMapTexture.filter_size_minimum -> use_filter_size_min: boolean "Use Filter Size as a minimal filter value in pixels"
+#ID|Texture|EnvironmentMapTexture.use_filter_size_min -> use_filter_size_min: boolean "Use Filter Size as a minimal filter value in pixels"
+ * ID|Texture|EnvironmentMapTexture.mipmap -> use_mipmap: boolean "Uses auto-generated MIP maps for the image"
- + * ID|Texture|EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss: boolean "Uses Gauss filter to sample down MIP maps"
+#ID|Texture|EnvironmentMapTexture.use_mipmap_gauss -> use_mipmap_gauss: boolean "Uses Gauss filter to sample down MIP maps"
#+ * ID|Texture|ImageTexture.checker_distance -> checker_distance: float "Sets distance between checker tiles"
#+ * ID|Texture|ImageTexture.crop_max_x -> crop_max_x: float "Sets maximum X value to crop the image"
#+ * ID|Texture|ImageTexture.crop_max_y -> crop_max_y: float "Sets maximum Y value to crop the image"
@@ -1837,49 +1837,49 @@
#+ * ID|Texture|ImageTexture.repeat_x -> repeat_x: int "Sets a repetition multiplier in the X direction"
#+ * ID|Texture|ImageTexture.repeat_y -> repeat_y: int "Sets a repetition multiplier in the Y direction"
#+ * ID|Texture|ImageTexture.use_alpha -> use_alpha: boolean "Uses the alpha channel information in the image"
- + * ID|Texture|ImageTexture.calculate_alpha -> use_calculate_alpha: boolean "Calculates an alpha channel based on RGB values in the image"
- + * ID|Texture|ImageTexture.checker_even -> use_checker_even: boolean "Sets even checker tiles"
- + * ID|Texture|ImageTexture.checker_odd -> use_checker_odd: boolean "Sets odd checker tiles"
- + * ID|Texture|ImageTexture.filter_size_minimum -> use_filter_size_min: boolean "Use Filter Size as a minimal filter value in pixels"
- + * ID|Texture|ImageTexture.flip_axis -> use_flip_axis: boolean "Flips the textures X and Y axis"
+#ID|Texture|ImageTexture.use_calculate_alpha -> use_calculate_alpha: boolean "Calculates an alpha channel based on RGB values in the image"
+#ID|Texture|ImageTexture.use_checker_even -> use_checker_even: boolean "Sets even checker tiles"
+#ID|Texture|ImageTexture.use_checker_odd -> use_checker_odd: boolean "Sets odd checker tiles"
+#ID|Texture|ImageTexture.use_filter_size_min -> use_filter_size_min: boolean "Use Filter Size as a minimal filter value in pixels"
+#ID|Texture|ImageTexture.use_flip_axis -> use_flip_axis: boolean "Flips the textures X and Y axis"
+ * ID|Texture|ImageTexture.interpolation -> use_interpolation: boolean "Interpolates pixels using Area filter"
+ * ID|Texture|ImageTexture.mipmap -> use_mipmap: boolean "Uses auto-generated MIP maps for the image"
- + * ID|Texture|ImageTexture.mipmap_gauss -> use_mipmap_gauss: boolean "Uses Gauss filter to sample down MIP maps"
- + * ID|Texture|ImageTexture.mirror_x -> use_mirror_x: boolean "Mirrors the image repetition on the X direction"
- + * ID|Texture|ImageTexture.mirror_y -> use_mirror_y: boolean "Mirrors the image repetition on the Y direction"
- + * ID|Texture|ImageTexture.normal_map -> use_normal_map: boolean "Uses image RGB values for normal mapping"
+#ID|Texture|ImageTexture.use_mipmap_gauss -> use_mipmap_gauss: boolean "Uses Gauss filter to sample down MIP maps"
+#ID|Texture|ImageTexture.use_mirror_x -> use_mirror_x: boolean "Mirrors the image repetition on the X direction"
+#ID|Texture|ImageTexture.use_mirror_y -> use_mirror_y: boolean "Mirrors the image repetition on the Y direction"
+#ID|Texture|ImageTexture.use_normal_map -> use_normal_map: boolean "Uses image RGB values for normal mapping"
#+ * ID|Texture|MagicTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation"
#+ * ID|Texture|MagicTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types"
+ * ID|Texture|MarbleTexture.stype -> marble_type: enum "NO DESCRIPTION"
#+ * ID|Texture|MarbleTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal"
#+ * ID|Texture|MarbleTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence"
#+ * ID|Texture|MarbleTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation"
- + * ID|Texture|MarbleTexture.noise_size -> noise_scale: float "Sets scaling for noise input"
+#ID|Texture|MarbleTexture.noise_scale -> noise_scale: float "Sets scaling for noise input"
#+ * ID|Texture|MarbleTexture.noise_type -> noise_type: enum "NO DESCRIPTION"
- + * ID|Texture|MarbleTexture.noisebasis2 -> noisebasis_2: enum "NO DESCRIPTION"
+#ID|Texture|MarbleTexture.noisebasis_2 -> noisebasis_2: enum "NO DESCRIPTION"
#+ * ID|Texture|MarbleTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types"
- + * ID|Texture|MusgraveTexture.highest_dimension -> dimension_max: float "Highest fractal dimension"
+#ID|Texture|MusgraveTexture.dimension_max -> dimension_max: float "Highest fractal dimension"
#+ * ID|Texture|MusgraveTexture.gain -> gain: float "The gain multiplier"
#+ * ID|Texture|MusgraveTexture.lacunarity -> lacunarity: float "Gap between successive frequencies"
#+ * ID|Texture|MusgraveTexture.musgrave_type -> musgrave_type: enum "NO DESCRIPTION"
#+ * ID|Texture|MusgraveTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal"
#+ * ID|Texture|MusgraveTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence"
#+ * ID|Texture|MusgraveTexture.noise_intensity -> noise_intensity: float "NO DESCRIPTION"
- + * ID|Texture|MusgraveTexture.noise_size -> noise_scale: float "Sets scaling for noise input"
+#ID|Texture|MusgraveTexture.noise_scale -> noise_scale: float "Sets scaling for noise input"
#+ * ID|Texture|MusgraveTexture.octaves -> octaves: float "Number of frequencies used"
#+ * ID|Texture|MusgraveTexture.offset -> offset: float "The fractal offset"
#ID|Texture|PointDensityTexture.point_density -> point_density: pointer, "(read-only) The point density settings associated with this texture"
#+ * ID|Texture|StucciTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence"
- + * ID|Texture|StucciTexture.noise_size -> noise_scale: float "Sets scaling for noise input"
+#ID|Texture|StucciTexture.noise_scale -> noise_scale: float "Sets scaling for noise input"
#+ * ID|Texture|StucciTexture.noise_type -> noise_type: enum "NO DESCRIPTION"
+ * ID|Texture|StucciTexture.stype -> stucci_type: enum "NO DESCRIPTION"
#+ * ID|Texture|StucciTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types"
- + * ID|Texture|VoronoiTexture.coloring -> color_mode: enum "NO DESCRIPTION"
+#ID|Texture|VoronoiTexture.color_mode -> color_mode: enum "NO DESCRIPTION"
#+ * ID|Texture|VoronoiTexture.distance_metric -> distance_metric: enum "NO DESCRIPTION"
#+ * ID|Texture|VoronoiTexture.minkovsky_exponent -> minkovsky_exponent: float "Minkovsky exponent"
#+ * ID|Texture|VoronoiTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal"
#+ * ID|Texture|VoronoiTexture.noise_intensity -> noise_intensity: float "NO DESCRIPTION"
- + * ID|Texture|VoronoiTexture.noise_size -> noise_scale: float "Sets scaling for noise input"
+#ID|Texture|VoronoiTexture.noise_scale -> noise_scale: float "Sets scaling for noise input"
#+ * ID|Texture|VoronoiTexture.weight_1 -> weight_1: float "Voronoi feature weight 1"
#+ * ID|Texture|VoronoiTexture.weight_2 -> weight_2: float "Voronoi feature weight 2"
#+ * ID|Texture|VoronoiTexture.weight_3 -> weight_3: float "Voronoi feature weight 3"
@@ -1889,9 +1889,9 @@
#ID|Texture|VoxelDataTexture.voxel_data -> voxel_data: pointer, "(read-only) The voxel data associated with this texture"
#+ * ID|Texture|WoodTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal"
#+ * ID|Texture|WoodTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence"
- + * ID|Texture|WoodTexture.noise_size -> noise_scale: float "Sets scaling for noise input"
+#ID|Texture|WoodTexture.noise_scale -> noise_scale: float "Sets scaling for noise input"
#+ * ID|Texture|WoodTexture.noise_type -> noise_type: enum "NO DESCRIPTION"
- + * ID|Texture|WoodTexture.noisebasis2 -> noisebasis_2: enum "NO DESCRIPTION"
+#ID|Texture|WoodTexture.noisebasis_2 -> noisebasis_2: enum "NO DESCRIPTION"
#+ * ID|Texture|WoodTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types"
+ * ID|Texture|WoodTexture.stype -> wood_type: enum "NO DESCRIPTION"
#+ * ID|VectorFont.filepath -> filepath: string, "(read-only)"
@@ -1912,9 +1912,9 @@
+ * ID|World.mist -> mist_settings: pointer, "(read-only) World mist settings"
+ * ID|World.stars -> star_settings: pointer, "(read-only) World stars settings"
#+ * ID|World.texture_slots -> texture_slots: collection, "(read-only) Texture slots defining the mapping and influence of textures"
- + * ID|World.blend_sky -> use_sky_blend: boolean "Render background with natural progression from horizon to zenith"
- + * ID|World.paper_sky -> use_sky_paper: boolean "Flatten blend or texture coordinates"
- + * ID|World.real_sky -> use_sky_real: boolean "Render background with a real horizon, relative to the camera angle"
+#ID|World.use_sky_blend -> use_sky_blend: boolean "Render background with natural progression from horizon to zenith"
+#ID|World.use_sky_paper -> use_sky_paper: boolean "Flatten blend or texture coordinates"
+#ID|World.use_sky_real -> use_sky_real: boolean "Render background with a real horizon, relative to the camera angle"
#+ * ID|World.zenith_color -> zenith_color: float[3] "Color at the zenith"
#+ * IKParam.ik_solver -> ik_solver: enum, "(read-only) IK solver for which these parameters are defined, 0 for Legacy, 1 for iTaSC"
#IKParam|Itasc.damping_epsilon -> damping_epsilon: float "Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1"
@@ -1936,7 +1936,7 @@
#+ * ImageUser.frame_start -> frame_start: int "Sets the global starting frame of the movie"
#+ * ImageUser.multilayer_layer -> multilayer_layer: int, "(read-only) Layer in multilayer image"
#+ * ImageUser.multilayer_pass -> multilayer_pass: int, "(read-only) Pass in multilayer image"
- + * ImageUser.auto_refresh -> use_auto_refresh: boolean "Always refresh image on frame changes"
+#ImageUser.use_auto_refresh -> use_auto_refresh: boolean "Always refresh image on frame changes"
+ * ImageUser.cyclic -> use_cyclic: boolean "Cycle the images in the movie"
#KeyConfig.is_user_defined -> is_user_defined: boolean, "(read-only) Indicates that a keyconfig was defined by the user"
#+ * KeyConfig.keymaps -> keymaps: collection, "(read-only) Key maps configured as part of this configuration"
@@ -2057,29 +2057,29 @@
#+ * MaterialHalo.flare_boost -> flare_boost: float "Gives the flare extra strength"
#+ * MaterialHalo.flare_seed -> flare_seed: int "Specifies an offset in the flare seed table"
#+ * MaterialHalo.flare_size -> flare_size: float "Sets the factor by which the flare is larger than the halo"
- + * MaterialHalo.flares_sub -> flare_subflare_count: int "Sets the number of subflares"
- + * MaterialHalo.flare_subsize -> flare_subflare_size: float "Sets the dimension of the subflares, dots and circles"
+#MaterialHalo.flare_subflare_count -> flare_subflare_count: int "Sets the number of subflares"
+#MaterialHalo.flare_subflare_size -> flare_subflare_size: float "Sets the dimension of the subflares, dots and circles"
#+ * MaterialHalo.hardness -> hardness: int "Sets the hardness of the halo"
- + * MaterialHalo.line_number -> line_count: int "Sets the number of star shaped lines rendered over the halo"
- + * MaterialHalo.rings -> ring_count: int "Sets the number of rings rendered over the halo"
+#MaterialHalo.line_count -> line_count: int "Sets the number of star shaped lines rendered over the halo"
+#MaterialHalo.ring_count -> ring_count: int "Sets the number of rings rendered over the halo"
#+ * MaterialHalo.seed -> seed: int "Randomizes ring dimension and line location"
#MaterialHalo.show_shaded -> show_shaded: boolean "Lets halo receive light and shadows from external objects"
#+ * MaterialHalo.size -> size: float "Sets the dimension of the halo"
- + * MaterialHalo.star_tips -> star_tip_count: int "Sets the number of points on the star shaped halo"
- + * MaterialHalo.xalpha -> use_extreme_alpha: boolean "Uses extreme alpha"
- + * MaterialHalo.flare_mode -> use_flare_mode: boolean "Renders halo as a lensflare"
+#MaterialHalo.star_tip_count -> star_tip_count: int "Sets the number of points on the star shaped halo"
+#MaterialHalo.use_extreme_alpha -> use_extreme_alpha: boolean "Uses extreme alpha"
+#MaterialHalo.use_flare_mode -> use_flare_mode: boolean "Renders halo as a lensflare"
+ * MaterialHalo.lines -> use_lines: boolean "Renders star shaped lines over halo"
+ * MaterialHalo.ring -> use_ring: boolean "Renders rings over halo"
+ * MaterialHalo.soft -> use_soft: boolean "Softens the edges of halos at intersections with other geometry"
+ * MaterialHalo.star -> use_star: boolean "Renders halo as a star"
+ * MaterialHalo.texture -> use_texture: boolean "Gives halo a texture"
- + * MaterialHalo.vertex_normal -> use_vertex_normal: boolean "Uses the vertex normal to specify the dimension of the halo"
+#MaterialHalo.use_vertex_normal -> use_vertex_normal: boolean "Uses the vertex normal to specify the dimension of the halo"
+ * MaterialPhysics.damp -> damping: float "Damping of the spring force, when inside the physics distance area"
#+ * MaterialPhysics.distance -> distance: float "Distance of the physics area"
#+ * MaterialPhysics.elasticity -> elasticity: float "Elasticity of collisions"
#+ * MaterialPhysics.force -> force: float "Upward spring force, when inside the physics distance area"
#+ * MaterialPhysics.friction -> friction: float "Coulomb friction coefficient, when inside the physics distance area"
- + * MaterialPhysics.align_to_normal -> use_normal_align: boolean "Align dynamic game objects along the surface normal, when inside the physics distance area"
+#MaterialPhysics.use_normal_align -> use_normal_align: boolean "Align dynamic game objects along the surface normal, when inside the physics distance area"
#+ * MaterialRaytraceMirror.depth -> depth: int "Maximum allowed number of light inter-reflections"
#+ * MaterialRaytraceMirror.distance -> distance: float "Maximum distance of reflected rays. Reflections further than this range fade to sky color or material color"
#+ * MaterialRaytraceMirror.fade_to -> fade_to: enum "The color that rays with no intersection within the Max Distance take. Material color can be best for indoor scenes, sky color for outdoor"
@@ -2107,17 +2107,17 @@
#+ * MaterialStrand.blend_distance -> blend_distance: float "Worldspace distance over which to blend in the surface normal"
#+ * 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.min_size -> size_min: float "Minimum size of strands in pixels"
+#MaterialStrand.size_min -> size_min: float "Minimum size of strands in pixels"
#+ * MaterialStrand.tip_size -> tip_size: float "End size of strands in pixels or Blender units"
- + * MaterialStrand.blender_units -> use_blender_units: boolean "Use Blender units for widths instead of pixels"
- + * MaterialStrand.surface_diffuse -> use_surface_diffuse: boolean "Make diffuse shading more similar to shading the surface"
- + * MaterialStrand.tangent_shading -> use_tangent_shading: boolean "Uses direction of strands as normal for tangent-shading"
+#MaterialStrand.use_blender_units -> use_blender_units: boolean "Use Blender units for widths instead of pixels"
+#MaterialStrand.use_surface_diffuse -> use_surface_diffuse: boolean "Make diffuse shading more similar to shading the surface"
+#MaterialStrand.use_tangent_shading -> use_tangent_shading: boolean "Uses direction of strands as normal for tangent-shading"
#+ * MaterialStrand.uv_layer -> uv_layer: string "Name of UV layer to override"
#+ * MaterialStrand.width_fade -> width_fade: float "Transparency along the width of the strand"
#+ * MaterialSubsurfaceScattering.back -> back: float "Back scattering weight"
#+ * MaterialSubsurfaceScattering.color -> color: float[3] "Scattering color"
#+ * MaterialSubsurfaceScattering.color_factor -> color_factor: float "Blend factor for SSS colors"
- + * MaterialSubsurfaceScattering.error_tolerance -> error_threshold: float "Error tolerance (low values are slower and higher quality)"
+#MaterialSubsurfaceScattering.error_threshold -> error_threshold: float "Error tolerance (low values are slower and higher quality)"
#+ * MaterialSubsurfaceScattering.front -> front: float "Front scattering weight"
#+ * MaterialSubsurfaceScattering.ior -> ior: float "Index of refraction (higher values are denser)"
#+ * MaterialSubsurfaceScattering.radius -> radius: float[3] "Mean red/green/blue scattering path length"
@@ -2128,21 +2128,21 @@
#+ * MaterialVolume.cache_resolution -> cache_resolution: int "Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory"
#+ * MaterialVolume.density -> density: float "The base density of the volume"
#+ * MaterialVolume.density_scale -> density_scale: float "Multiplier for the materials density"
- + * MaterialVolume.depth_cutoff -> depth_threshold: float "Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy"
+#MaterialVolume.depth_threshold -> depth_threshold: float "Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy"
#+ * MaterialVolume.emission -> emission: float "Amount of light that gets emitted by the volume"
#+ * MaterialVolume.emission_color -> emission_color: float[3] "NO DESCRIPTION"
- + * MaterialVolume.lighting_mode -> light_method: enum "Method of shading, attenuating, and scattering light through the volume"
+#MaterialVolume.light_method -> light_method: enum "Method of shading, attenuating, and scattering light through the volume"
#+ * MaterialVolume.ms_diffusion -> ms_diffusion: float "Diffusion factor, the strength of the blurring effect"
#+ * MaterialVolume.ms_intensity -> ms_intensity: float "Multiplier for multiple scattered light energy"
#+ * MaterialVolume.ms_spread -> ms_spread: float "Proportional distance over which the light is diffused"
#+ * MaterialVolume.reflection -> reflection: float "Multiplier to make out-scattered light brighter or darker (non-physically correct)"
#+ * MaterialVolume.reflection_color -> reflection_color: float[3] "Colour of light scattered out of the volume (does not affect transmission)"
#+ * MaterialVolume.scattering -> scattering: float "Amount of light that gets scattered out by the volume - the more out-scattering, the shallower the light will penetrate"
- + * MaterialVolume.step_calculation -> step_method: enum "Method of calculating the steps through the volume"
+#MaterialVolume.step_method -> step_method: enum "Method of calculating the steps through the volume"
#+ * MaterialVolume.step_size -> step_size: float "Distance between subsequent volume depth samples"
#+ * MaterialVolume.transmission_color -> transmission_color: float[3] "Result color of the volume, after other light has been scattered/absorbed"
- + * MaterialVolume.external_shadows -> use_external_shadows: boolean "Receive shadows from sources outside the volume (temporary)"
- + * MaterialVolume.light_cache -> use_light_cache: boolean "Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy"
+#MaterialVolume.use_external_shadows -> use_external_shadows: boolean "Receive shadows from sources outside the volume (temporary)"
+#MaterialVolume.use_light_cache -> use_light_cache: boolean "Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy"
#+ * Menu.bl_idname -> bl_idname: string "If this is set, the menu gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is OBJECT_MT_hello, and bl_idname is not set by the script, then bl_idname = OBJECT_MT_hello"
#+ * Menu.bl_label -> bl_label: string "The menu label"
#+ * Menu.layout -> layout: pointer, "(read-only) Defines the structure of the menu in the UI."
@@ -2161,8 +2161,8 @@
#MeshEdge.is_fgon -> is_fgon: boolean "Fgon edge"
#MeshEdge.is_loose -> is_loose: boolean "Loose edge"
#+ * MeshEdge.select -> select: boolean "NO DESCRIPTION"
+#MeshEdge.use_edge_sharp -> use_edge_sharp: boolean "Sharp edge for the EdgeSplit modifier"
#MeshEdge.use_seam -> use_seam: boolean "Seam edge for UV unwrapping"
-#MeshEdge.use_sharp -> use_sharp: boolean "Sharp edge for the EdgeSplit modifier"
#MeshEdge.vertices -> vertices: int[2] "Vertex indices"
#+ * MeshFace.area -> area: float, "(read-only) read only area of the face"
#+ * MeshFace.hide -> hide: boolean "NO DESCRIPTION"
@@ -2196,10 +2196,10 @@
#MeshTextureFace.use_blend_shared -> use_blend_shared: boolean "Blend vertex colors across face when vertices are shared"
#MeshTextureFace.use_collision -> use_collision: boolean "Use face for collision and ray-sensor detection"
#MeshTextureFace.use_halo -> use_halo: boolean "Screen aligned billboard"
+#MeshTextureFace.use_image -> use_image: boolean "Render face with texture"
#MeshTextureFace.use_light -> use_light: boolean "Use light for face"
#MeshTextureFace.use_object_color -> use_object_color: boolean "Use ObColor instead of vertex colors"
#MeshTextureFace.use_shadow_cast -> use_shadow_cast: boolean "Face is used for shadow"
-#MeshTextureFace.use_texture -> use_texture: boolean "Render face with texture"
#MeshTextureFace.use_twoside -> use_twoside: boolean "Render face two-sided"
#+ * MeshTextureFace.uv -> uv: float[8] "NO DESCRIPTION"
#+ * MeshTextureFace.uv1 -> uv1: float[2] "NO DESCRIPTION"
@@ -2240,28 +2240,28 @@
#+ * Modifier|ArmatureModifier.object -> object: pointer "Armature object to deform with"
#+ * Modifier|ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean "NO DESCRIPTION"
+ * Modifier|ArmatureModifier.quaternion -> use_deform_preserve_volume: boolean "Deform rotation interpolation with quaternions"
- + * Modifier|ArmatureModifier.multi_modifier -> use_multi_modifier: boolean "Use same input as previous modifier, and mix results using overall vgroup"
+#Modifier|ArmatureModifier.use_multi_modifier -> use_multi_modifier: boolean "Use same input as previous modifier, and mix results using overall vgroup"
#+ * Modifier|ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean "NO DESCRIPTION"
#+ * Modifier|ArmatureModifier.vertex_group -> vertex_group: string "Vertex group name"
- + * Modifier|ArrayModifier.constant_offset_displacement -> constant_offset_displace: float[3] "NO DESCRIPTION"
+#Modifier|ArrayModifier.constant_offset_displace -> constant_offset_displace: float[3] "NO DESCRIPTION"
#+ * Modifier|ArrayModifier.count -> count: int "Number of duplicates to make"
#+ * Modifier|ArrayModifier.curve -> curve: pointer "Curve object to fit array length to"
#+ * Modifier|ArrayModifier.end_cap -> end_cap: pointer "Mesh object to use as an end cap"
+ * Modifier|ArrayModifier.length -> fit_length: float "Length to fit array within"
#+ * Modifier|ArrayModifier.fit_type -> fit_type: enum "Array length calculation method"
- + * Modifier|ArrayModifier.merge_distance -> merge_threshold: float "Limit below which to merge vertices"
+#Modifier|ArrayModifier.merge_threshold -> merge_threshold: float "Limit below which to merge vertices"
#+ * Modifier|ArrayModifier.offset_object -> offset_object: pointer "NO DESCRIPTION"
- + * Modifier|ArrayModifier.relative_offset_displacement -> relative_offset_displace: float[3] "NO DESCRIPTION"
+#Modifier|ArrayModifier.relative_offset_displace -> relative_offset_displace: float[3] "NO DESCRIPTION"
#+ * Modifier|ArrayModifier.start_cap -> start_cap: pointer "Mesh object to use as a start cap"
- + * Modifier|ArrayModifier.constant_offset -> use_constant_offset: boolean "Add a constant offset"
- + * Modifier|ArrayModifier.merge_adjacent_vertices -> use_merge_vertices: boolean "Merge vertices in adjacent duplicates"
- + * Modifier|ArrayModifier.merge_end_vertices -> use_merge_vertices_cap: boolean "Merge vertices in first and last duplicates"
- + * Modifier|ArrayModifier.add_offset_object -> use_object_offset: boolean "Add another objects transformation to the total offset"
- + * Modifier|ArrayModifier.relative_offset -> use_relative_offset: boolean "Add an offset relative to the objects bounding box"
+#Modifier|ArrayModifier.use_constant_offset -> use_constant_offset: boolean "Add a constant offset"
+#Modifier|ArrayModifier.use_merge_vertices -> use_merge_vertices: boolean "Merge vertices in adjacent duplicates"
+#Modifier|ArrayModifier.use_merge_vertices_cap -> use_merge_vertices_cap: boolean "Merge vertices in first and last duplicates"
+#Modifier|ArrayModifier.use_object_offset -> use_object_offset: boolean "Add another objects transformation to the total offset"
+#Modifier|ArrayModifier.use_relative_offset -> use_relative_offset: boolean "Add an offset relative to the objects bounding box"
+ * Modifier|BevelModifier.angle -> angle_limit: float "Angle above which to bevel edges"
#+ * Modifier|BevelModifier.edge_weight_method -> edge_weight_method: enum "What edge weight to use for weighting a vertex"
#+ * Modifier|BevelModifier.limit_method -> limit_method: enum "NO DESCRIPTION"
- + * Modifier|BevelModifier.only_vertices -> use_only_vertices: boolean "Bevel verts/corners, not edges"
+#Modifier|BevelModifier.use_only_vertices -> use_only_vertices: boolean "Bevel verts/corners, not edges"
#+ * Modifier|BevelModifier.width -> width: float "Bevel value/amount"
#+ * Modifier|BooleanModifier.object -> object: pointer "Mesh object to use for Boolean operation"
#+ * Modifier|BooleanModifier.operation -> operation: enum "NO DESCRIPTION"
@@ -2274,7 +2274,7 @@
#+ * Modifier|CastModifier.object -> object: pointer "Control object: if available, its location determines the center of the effect"
#+ * Modifier|CastModifier.radius -> radius: float "Only deform vertices within this distance from the center of the effect (leave as 0 for infinite.)"
#+ * Modifier|CastModifier.size -> size: float "Size of projection shape (leave as 0 for auto.)"
- + * Modifier|CastModifier.from_radius -> use_radius_as_size: boolean "Use radius as size of projection shape (0 = auto)"
+#Modifier|CastModifier.use_radius_as_size -> use_radius_as_size: boolean "Use radius as size of projection shape (0 = auto)"
#+ * Modifier|CastModifier.use_transform -> use_transform: boolean "Use object transform to control projection shape"
+ * Modifier|CastModifier.x -> use_x: boolean "NO DESCRIPTION"
+ * Modifier|CastModifier.y -> use_y: boolean "NO DESCRIPTION"
@@ -2290,21 +2290,21 @@
#+ * Modifier|DecimateModifier.face_count -> face_count: int, "(read-only) The current number of faces in the decimated mesh"
#+ * Modifier|DecimateModifier.ratio -> ratio: float "Defines the ratio of triangles to reduce to"
#+ * Modifier|DisplaceModifier.direction -> direction: enum "NO DESCRIPTION"
- + * Modifier|DisplaceModifier.midlevel -> mid_level: float "Material value that gives no displacement"
+#Modifier|DisplaceModifier.mid_level -> mid_level: float "Material value that gives no displacement"
#+ * Modifier|DisplaceModifier.strength -> strength: float "NO DESCRIPTION"
#+ * Modifier|DisplaceModifier.texture -> texture: pointer "NO DESCRIPTION"
#+ * Modifier|DisplaceModifier.texture_coordinate_object -> texture_coordinate_object: pointer "NO DESCRIPTION"
- + * Modifier|DisplaceModifier.texture_coordinates -> texture_coords: enum "NO DESCRIPTION"
+#Modifier|DisplaceModifier.texture_coords -> texture_coords: enum "NO DESCRIPTION"
#+ * Modifier|DisplaceModifier.uv_layer -> uv_layer: string "UV layer name"
#+ * Modifier|DisplaceModifier.vertex_group -> vertex_group: string "Vertex group name"
#+ * Modifier|EdgeSplitModifier.split_angle -> split_angle: float "Angle above which to split edges"
#+ * Modifier|EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean "Split edges with high angle between faces"
- + * Modifier|EdgeSplitModifier.use_sharp -> use_edge_sharp: boolean "Split edges that are marked as sharp"
+#Modifier|EdgeSplitModifier.use_edge_sharp -> use_edge_sharp: boolean "Split edges that are marked as sharp"
#+ * Modifier|ExplodeModifier.protect -> protect: float "Clean vertex group edges"
#Modifier|ExplodeModifier.show_alive -> show_alive: boolean "Show mesh when particles are alive"
#Modifier|ExplodeModifier.show_dead -> show_dead: boolean "Show mesh when particles are dead"
#Modifier|ExplodeModifier.show_unborn -> show_unborn: boolean "Show mesh when particles are unborn"
- + * Modifier|ExplodeModifier.split_edges -> use_edge_split: boolean "Split face edges for nicer shrapnel"
+#Modifier|ExplodeModifier.use_edge_split -> use_edge_split: boolean "Split face edges for nicer shrapnel"
+ * Modifier|ExplodeModifier.size -> use_size: boolean "Use particle size for the shrapnel"
#+ * Modifier|ExplodeModifier.vertex_group -> vertex_group: string "NO DESCRIPTION"
#+ * Modifier|FluidSimulationModifier.settings -> settings: pointer, "(read-only) Settings for how this object is used in the fluid simulation"
@@ -2325,12 +2325,12 @@
#+ * Modifier|MeshDeformModifier.precision -> precision: int "The grid size for binding"
+ * Modifier|MeshDeformModifier.dynamic -> use_dynamic_bind: boolean "Recompute binding dynamically on top of other deformers (slower and more memory consuming.)"
#+ * Modifier|MeshDeformModifier.vertex_group -> vertex_group: string "Vertex group name"
- + * Modifier|MirrorModifier.merge_limit -> merge_threshold: float "Distance from axis within which mirrored vertices are merged"
+#Modifier|MirrorModifier.merge_threshold -> merge_threshold: float "Distance from axis within which mirrored vertices are merged"
#+ * Modifier|MirrorModifier.mirror_object -> mirror_object: pointer "Object to use as mirror"
+ * Modifier|MirrorModifier.clip -> use_clip: boolean "Prevents vertices from going through the mirror during transform"
- + * Modifier|MirrorModifier.mirror_u -> use_mirror_u: boolean "Mirror the U texture coordinate around the 0.5 point"
- + * Modifier|MirrorModifier.mirror_v -> use_mirror_v: boolean "Mirror the V texture coordinate around the 0.5 point"
- + * Modifier|MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups: boolean "Mirror vertex groups (e.g. .R->.L)"
+#Modifier|MirrorModifier.use_mirror_u -> use_mirror_u: boolean "Mirror the U texture coordinate around the 0.5 point"
+#Modifier|MirrorModifier.use_mirror_v -> use_mirror_v: boolean "Mirror the V texture coordinate around the 0.5 point"
+#Modifier|MirrorModifier.use_mirror_vertex_groups -> use_mirror_vertex_groups: boolean "Mirror vertex groups (e.g. .R->.L)"
+ * Modifier|MirrorModifier.x -> use_x: boolean "Enable X axis mirror"
+ * Modifier|MirrorModifier.y -> use_y: boolean "Enable Y axis mirror"
+ * Modifier|MirrorModifier.z -> use_z: boolean "Enable Z axis mirror"
@@ -2344,7 +2344,7 @@
#+ * Modifier|MultiresModifier.total_levels -> total_levels: int, "(read-only) Number of subdivisions for which displacements are stored"
#+ * Modifier|ParticleInstanceModifier.axis -> axis: enum "Pole axis for rotation"
#+ * Modifier|ParticleInstanceModifier.object -> object: pointer "Object that has the particle system"
- + * Modifier|ParticleInstanceModifier.particle_system_number -> particle_system_index: int "NO DESCRIPTION"
+#Modifier|ParticleInstanceModifier.particle_system_index -> particle_system_index: int "NO DESCRIPTION"
#+ * Modifier|ParticleInstanceModifier.position -> position: float "Position along path"
#+ * Modifier|ParticleInstanceModifier.random_position -> random_position: float "Randomize position along path"
#Modifier|ParticleInstanceModifier.show_alive -> show_alive: boolean "Show instances when particles are alive"
@@ -2353,7 +2353,7 @@
+ * Modifier|ParticleInstanceModifier.children -> use_children: boolean "Create instances from child particles"
+ * Modifier|ParticleInstanceModifier.normal -> use_normal: boolean "Create instances from normal particles"
#+ * Modifier|ParticleInstanceModifier.use_path -> use_path: boolean "Create instances along particle paths"
- + * Modifier|ParticleInstanceModifier.keep_shape -> use_preserve_shape: boolean "Dont stretch the object"
+#Modifier|ParticleInstanceModifier.use_preserve_shape -> use_preserve_shape: boolean "Dont stretch the object"
+ * Modifier|ParticleInstanceModifier.size -> use_size: boolean "Use particle size to scale the instances"
#+ * Modifier|ParticleSystemModifier.particle_system -> particle_system: pointer, "(read-only) Particle System that this modifier controls"
#+ * Modifier|ScrewModifier.angle -> angle: float "Angle of revolution"
@@ -2370,9 +2370,9 @@
#+ * Modifier|ShrinkwrapModifier.offset -> offset: float "Distance to keep from the target"
#+ * Modifier|ShrinkwrapModifier.subsurf_levels -> subsurf_levels: int "Number of subdivisions that must be performed before extracting vertices positions and normals"
#+ * Modifier|ShrinkwrapModifier.target -> target: pointer "Mesh target to shrink to"
- + * Modifier|ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces: boolean "Stop vertices from projecting to a back face on the target"
- + * Modifier|ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces: boolean "Stop vertices from projecting to a front face on the target"
- + * Modifier|ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean "NO DESCRIPTION"
+#Modifier|ShrinkwrapModifier.use_cull_back_faces -> use_cull_back_faces: boolean "Stop vertices from projecting to a back face on the target"
+#Modifier|ShrinkwrapModifier.use_cull_front_faces -> use_cull_front_faces: boolean "Stop vertices from projecting to a front face on the target"
+#Modifier|ShrinkwrapModifier.use_keep_above_surface -> use_keep_above_surface: boolean "NO DESCRIPTION"
+ * Modifier|ShrinkwrapModifier.negative -> use_negative_direction: boolean "Allow vertices to move in the negative direction of axis"
+ * Modifier|ShrinkwrapModifier.positive -> use_positive_direction: boolean "Allow vertices to move in the positive direction of axis"
+ * Modifier|ShrinkwrapModifier.x -> use_project_x: boolean "NO DESCRIPTION"
@@ -2383,14 +2383,15 @@
+ * Modifier|SimpleDeformModifier.mode -> deform_method: enum "NO DESCRIPTION"
#+ * Modifier|SimpleDeformModifier.factor -> factor: float "NO DESCRIPTION"
#+ * Modifier|SimpleDeformModifier.limits -> limits: float[2] "Lower/Upper limits for deform"
- + * Modifier|SimpleDeformModifier.lock_x_axis -> lock_x: boolean "NO DESCRIPTION"
- + * Modifier|SimpleDeformModifier.lock_y_axis -> lock_y: boolean "NO DESCRIPTION"
+#Modifier|SimpleDeformModifier.lock_x -> lock_x: boolean "NO DESCRIPTION"
+#Modifier|SimpleDeformModifier.lock_y -> lock_y: boolean "NO DESCRIPTION"
#+ * Modifier|SimpleDeformModifier.origin -> origin: pointer "Origin of modifier space coordinates"
+ * Modifier|SimpleDeformModifier.relative -> use_relative: boolean "Sets the origin of deform space to be relative to the object"
#+ * Modifier|SimpleDeformModifier.vertex_group -> vertex_group: string "Vertex group name"
#+ * Modifier|SmokeModifier.coll_settings -> coll_settings: pointer, "(read-only)"
#+ * Modifier|SmokeModifier.domain_settings -> domain_settings: pointer, "(read-only)"
#+ * Modifier|SmokeModifier.flow_settings -> flow_settings: pointer, "(read-only)"
+#Modifier|SmokeModifier.smoke_type -> smoke_type: enum "NO DESCRIPTION"
#+ * Modifier|SmoothModifier.factor -> factor: float "NO DESCRIPTION"
+ * Modifier|SmoothModifier.repeat -> iterations: int "NO DESCRIPTION"
+ * Modifier|SmoothModifier.x -> use_x: boolean "NO DESCRIPTION"
@@ -2414,15 +2415,15 @@
#+ * Modifier|SubsurfModifier.render_levels -> render_levels: int "Number of subdivisions to perform when rendering"
#Modifier|SubsurfModifier.show_only_control_edges -> show_only_control_edges: boolean "Skip drawing/rendering of interior subdivided edges"
#+ * Modifier|SubsurfModifier.subdivision_type -> subdivision_type: enum "Selects type of subdivision algorithm"
- + * Modifier|SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean "Use subsurf to subdivide UVs"
+#Modifier|SubsurfModifier.use_subsurf_uv -> use_subsurf_uv: boolean "Use subsurf to subdivide UVs"
#+ * Modifier|UVProjectModifier.aspect_x -> aspect_x: float "NO DESCRIPTION"
#+ * Modifier|UVProjectModifier.aspect_y -> aspect_y: float "NO DESCRIPTION"
#+ * Modifier|UVProjectModifier.image -> image: pointer "NO DESCRIPTION"
- + * Modifier|UVProjectModifier.num_projectors -> projector_count: int "Number of projectors to use"
+#Modifier|UVProjectModifier.projector_count -> projector_count: int "Number of projectors to use"
#+ * Modifier|UVProjectModifier.projectors -> projectors: collection, "(read-only)"
#+ * Modifier|UVProjectModifier.scale_x -> scale_x: float "NO DESCRIPTION"
#+ * Modifier|UVProjectModifier.scale_y -> scale_y: float "NO DESCRIPTION"
- + * Modifier|UVProjectModifier.override_image -> use_image_override: boolean "Override faces current images with the given image"
+#Modifier|UVProjectModifier.use_image_override -> use_image_override: boolean "Override faces current images with the given image"
#+ * Modifier|UVProjectModifier.uv_layer -> uv_layer: string "UV layer name"
#+ * Modifier|WaveModifier.damping_time -> damping_time: float "NO DESCRIPTION"
#+ * Modifier|WaveModifier.falloff_radius -> falloff_radius: float "NO DESCRIPTION"
@@ -2434,14 +2435,14 @@
#+ * Modifier|WaveModifier.start_position_x -> start_position_x: float "NO DESCRIPTION"
#+ * Modifier|WaveModifier.start_position_y -> start_position_y: float "NO DESCRIPTION"
#+ * Modifier|WaveModifier.texture -> texture: pointer "Texture for modulating the wave"
- + * Modifier|WaveModifier.texture_coordinates -> texture_coords: enum "Texture coordinates used for modulating input"
+#Modifier|WaveModifier.texture_coords -> texture_coords: enum "Texture coordinates used for modulating input"
#Modifier|WaveModifier.texture_coords_object -> texture_coords_object: pointer "NO DESCRIPTION"
#+ * Modifier|WaveModifier.time_offset -> time_offset: float "Either the starting frame (for positive speed) or ending frame (for negative speed.)"
+ * Modifier|WaveModifier.cyclic -> use_cyclic: boolean "Cyclic wave effect"
+ * Modifier|WaveModifier.normals -> use_normal: boolean "Displace along normals"
- + * Modifier|WaveModifier.x_normal -> use_normal_x: boolean "Enable displacement along the X normal"
- + * Modifier|WaveModifier.y_normal -> use_normal_y: boolean "Enable displacement along the Y normal"
- + * Modifier|WaveModifier.z_normal -> use_normal_z: boolean "Enable displacement along the Z normal"
+#Modifier|WaveModifier.use_normal_x -> use_normal_x: boolean "Enable displacement along the X normal"
+#Modifier|WaveModifier.use_normal_y -> use_normal_y: boolean "Enable displacement along the Y normal"
+#Modifier|WaveModifier.use_normal_z -> use_normal_z: boolean "Enable displacement along the Z normal"
+ * Modifier|WaveModifier.x -> use_x: boolean "X axis motion"
+ * Modifier|WaveModifier.y -> use_y: boolean "Y axis motion"
#+ * Modifier|WaveModifier.uv_layer -> uv_layer: string "UV layer name"
@@ -2461,7 +2462,7 @@
#+ * NlaStrip.active -> active: boolean, "(read-only) NLA Strip is active"
#+ * NlaStrip.blend_in -> blend_in: float "Number of frames at start of strip to fade in influence"
#+ * NlaStrip.blend_out -> blend_out: float "NO DESCRIPTION"
- + * NlaStrip.blending -> blend_type: enum "Method used for combining strips result with accumulated result"
+#NlaStrip.blend_type -> blend_type: enum "Method used for combining strips result with accumulated result"
#+ * NlaStrip.extrapolation -> extrapolation: enum "Action to take for gaps past the strip extents"
#+ * NlaStrip.fcurves -> fcurves: collection, "(read-only) F-Curves for controlling the strips influence and timing"
#+ * NlaStrip.frame_end -> frame_end: float "NO DESCRIPTION"
@@ -2476,10 +2477,10 @@
#+ * NlaStrip.strip_time -> strip_time: float "Frame of referenced Action to evaluate"
#+ * NlaStrip.strips -> strips: collection, "(read-only) NLA Strips that this strip acts as a container for (if it is of type Meta)"
#+ * NlaStrip.type -> type: enum, "(read-only) Type of NLA Strip"
- + * 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_blend: boolean "Number of frames for Blending In/Out is automatically determined from overlapping strips"
+#NlaStrip.use_animated_influence -> use_animated_influence: boolean "Influence setting is controlled by an F-Curve rather than automatically determined"
+#NlaStrip.use_animated_time -> use_animated_time: boolean "Strip time is controlled by an F-Curve rather than automatically determined"
+#NlaStrip.use_animated_time_cyclic -> use_animated_time_cyclic: boolean "Cycle the animated time within the action start & end"
+#NlaStrip.use_auto_blend -> use_auto_blend: boolean "Number of frames for Blending In/Out is automatically determined from overlapping strips"
+ * NlaStrip.reversed -> use_reverse: boolean "NLA Strip is played back in reverse order (only when timing is automatically determined)"
#+ * NlaTrack.active -> active: boolean, "(read-only) NLA Track is active"
#NlaTrack.is_solo -> is_solo: boolean, "(read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)"
@@ -2494,7 +2495,7 @@
#+ * Node.outputs -> outputs: collection, "(read-only)"
#+ * Node|CompositorNode.type -> type: enum, "(read-only)"
#+ * Node|CompositorNode|CompositorNodeAlphaOver.premul -> premul: float "Mix Factor"
- + * Node|CompositorNode|CompositorNodeAlphaOver.convert_premul -> use_premultiply: boolean "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeAlphaOver.use_premultiply -> use_premultiply: boolean "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeBilateralblur.iterations -> iterations: int "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeBilateralblur.sigma_color -> sigma_color: float "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeBilateralblur.sigma_space -> sigma_space: float "NO DESCRIPTION"
@@ -2502,23 +2503,23 @@
#+ * Node|CompositorNode|CompositorNodeBlur.factor_x -> factor_x: float "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeBlur.factor_y -> factor_y: float "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeBlur.filter_type -> filter_type: enum "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeBlur.sizex -> size_x: int "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeBlur.sizey -> size_y: int "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeBlur.size_x -> size_x: int "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeBlur.size_y -> size_y: int "NO DESCRIPTION"
+ * Node|CompositorNode|CompositorNodeBlur.bokeh -> use_bokeh: boolean "Uses circular filter (slower)"
+ * Node|CompositorNode|CompositorNodeBlur.gamma -> use_gamma_correction: boolean "Applies filter on gamma corrected values"
+ * Node|CompositorNode|CompositorNodeBlur.relative -> use_relative: boolean "Use relative (percent) values to define blur radius"
#+ * Node|CompositorNode|CompositorNodeChannelMatte.color_space -> color_space: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeChannelMatte.limit_channel -> limit_channel: enum "Limit by this channels value"
+ * Node|CompositorNode|CompositorNodeChannelMatte.high -> limit_max: float "Values higher than this setting are 100% opaque"
- + * Node|CompositorNode|CompositorNodeChannelMatte.algorithm -> limit_method: enum "Algorithm to use to limit channel"
+#Node|CompositorNode|CompositorNodeChannelMatte.limit_method -> limit_method: enum "Algorithm to use to limit channel"
+ * Node|CompositorNode|CompositorNodeChannelMatte.low -> limit_min: float "Values lower than this setting are 100% keyed"
+ * Node|CompositorNode|CompositorNodeChannelMatte.channel -> matte_channel: enum "Channel used to determine matte"
#+ * Node|CompositorNode|CompositorNodeChromaMatte.gain -> gain: float "Alpha gain"
#+ * Node|CompositorNode|CompositorNodeChromaMatte.lift -> lift: float "Alpha lift"
#+ * Node|CompositorNode|CompositorNodeChromaMatte.shadow_adjust -> shadow_adjust: float "Adjusts the brightness of any shadows captured"
+ * Node|CompositorNode|CompositorNodeChromaMatte.cutoff -> threshold: float "Tolerance below which colors will be considered as exact matches"
- + * Node|CompositorNode|CompositorNodeChromaMatte.acceptance -> tolerance: float "Tolerance for a color to be considered a keying color"
- + * Node|CompositorNode|CompositorNodeColorBalance.correction_formula -> correction_method: enum "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeChromaMatte.tolerance -> tolerance: float "Tolerance for a color to be considered a keying color"
+#Node|CompositorNode|CompositorNodeColorBalance.correction_method -> correction_method: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeColorBalance.gain -> gain: float[3] "Correction for Highlights"
#+ * Node|CompositorNode|CompositorNodeColorBalance.gamma -> gamma: float[3] "Correction for Midtones"
#+ * Node|CompositorNode|CompositorNodeColorBalance.lift -> lift: float[3] "Correction for Shadows"
@@ -2530,17 +2531,17 @@
+ * Node|CompositorNode|CompositorNodeColorMatte.v -> color_value: float "Value Tolerance for the color"
#+ * Node|CompositorNode|CompositorNodeColorSpill.channel -> channel: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeColorSpill.limit_channel -> limit_channel: enum "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeColorSpill.algorithm -> limit_method: enum "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeColorSpill.limit_method -> limit_method: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeColorSpill.ratio -> ratio: float "Scale limit by value"
#+ * Node|CompositorNode|CompositorNodeColorSpill.unspill_blue -> unspill_blue: float "Blue spillmap scale"
#+ * Node|CompositorNode|CompositorNodeColorSpill.unspill_green -> unspill_green: float "Green spillmap scale"
#+ * Node|CompositorNode|CompositorNodeColorSpill.unspill_red -> unspill_red: float "Red spillmap scale"
- + * Node|CompositorNode|CompositorNodeColorSpill.unspill -> use_unspill: boolean "Compensate all channels (diffenrently) by hand"
- + * Node|CompositorNode|CompositorNodeCrop.x2 -> max_x: int "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeCrop.y2 -> max_y: int "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeCrop.x1 -> min_x: int "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeCrop.y1 -> min_y: int "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeCrop.crop_size -> use_crop_size: boolean "Whether to crop the size of the input image"
+#Node|CompositorNode|CompositorNodeColorSpill.use_unspill -> use_unspill: boolean "Compensate all channels (diffenrently) by hand"
+#Node|CompositorNode|CompositorNodeCrop.max_x -> max_x: int "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeCrop.max_y -> max_y: int "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeCrop.min_x -> min_x: int "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeCrop.min_y -> min_y: int "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeCrop.use_crop_size -> use_crop_size: boolean "Whether to crop the size of the input image"
#+ * Node|CompositorNode|CompositorNodeCurveRGB.mapping -> mapping: pointer, "(read-only)"
#+ * Node|CompositorNode|CompositorNodeCurveVec.mapping -> mapping: pointer, "(read-only)"
#+ * Node|CompositorNode|CompositorNodeDBlur.angle -> angle: float "NO DESCRIPTION"
@@ -2552,12 +2553,12 @@
+ * Node|CompositorNode|CompositorNodeDBlur.wrap -> use_wrap: boolean "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeDBlur.zoom -> zoom: float "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeDefocus.angle -> angle: int "Bokeh shape rotation offset in degrees"
- + * Node|CompositorNode|CompositorNodeDefocus.max_blur -> blur_max: float "blur limit, maximum CoC radius, 0=no limit"
+#Node|CompositorNode|CompositorNodeDefocus.blur_max -> blur_max: float "blur limit, maximum CoC radius, 0=no limit"
#+ * Node|CompositorNode|CompositorNodeDefocus.bokeh -> bokeh: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeDefocus.f_stop -> f_stop: float "Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius"
#+ * Node|CompositorNode|CompositorNodeDefocus.samples -> samples: int "Number of samples (16=grainy, higher=less noise)"
#+ * Node|CompositorNode|CompositorNodeDefocus.threshold -> threshold: float "CoC radius threshold, prevents background bleed on in-focus midground, 0=off"
- + * Node|CompositorNode|CompositorNodeDefocus.gamma_correction -> use_gamma_correction: boolean "Enable gamma correction before and after main process"
+#Node|CompositorNode|CompositorNodeDefocus.use_gamma_correction -> use_gamma_correction: boolean "Enable gamma correction before and after main process"
+ * Node|CompositorNode|CompositorNodeDefocus.preview -> use_preview: boolean "Enable sampling mode, useful for preview when using low samplecounts"
#+ * Node|CompositorNode|CompositorNodeDefocus.use_zbuffer -> use_zbuffer: boolean "Disable when using an image as input instead of actual zbuffer (auto enabled if node not image based, eg. time node)"
#+ * Node|CompositorNode|CompositorNodeDefocus.z_scale -> z_scale: float "Scales the Z input when not using a zbuffer, controls maximum blur designated by the color white or input value 1"
@@ -2578,7 +2579,7 @@
#+ * Node|CompositorNode|CompositorNodeGlare.size -> size: int "Glow/glare size (not actual size; relative to initial size of bright area of pixels)"
#+ * Node|CompositorNode|CompositorNodeGlare.streaks -> streaks: int "Total number of streaks"
#+ * Node|CompositorNode|CompositorNodeGlare.threshold -> threshold: float "The glare filter will only be applied to pixels brighter than this value"
- + * Node|CompositorNode|CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean "Simple star filter: add 45 degree rotation offset"
+#Node|CompositorNode|CompositorNodeGlare.use_rotate_45 -> use_rotate_45: boolean "Simple star filter: add 45 degree rotation offset"
#+ * Node|CompositorNode|CompositorNodeHueCorrect.mapping -> mapping: pointer, "(read-only)"
+ * Node|CompositorNode|CompositorNodeHueSat.hue -> color_hue: float "NO DESCRIPTION"
+ * Node|CompositorNode|CompositorNodeHueSat.sat -> color_saturation: float "NO DESCRIPTION"
@@ -2589,13 +2590,13 @@
+ * Node|CompositorNode|CompositorNodeImage.start -> frame_start: int "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeImage.image -> image: pointer "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeImage.layer -> layer: enum "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeImage.use_auto_refresh -> use_auto_refresh: boolean "NO DESCRIPTION"
+ * Node|CompositorNode|CompositorNodeImage.cyclic -> use_cyclic: boolean "NO DESCRIPTION"
+ * Node|CompositorNode|CompositorNodeInvert.alpha -> invert_alpha: boolean "NO DESCRIPTION"
+ * Node|CompositorNode|CompositorNodeInvert.rgb -> invert_rgb: boolean "NO DESCRIPTION"
+ * Node|CompositorNode|CompositorNodeLensdist.fit -> use_fit: boolean "For positive distortion factor only: scale image such that black areas are not visible"
+ * Node|CompositorNode|CompositorNodeLensdist.jitter -> use_jitter: boolean "Enable/disable jittering; faster, but also noisier"
- + * Node|CompositorNode|CompositorNodeLensdist.projector -> use_projector: boolean "Enable/disable projector mode. Effect is applied in horizontal direction only"
+#Node|CompositorNode|CompositorNodeLensdist.use_projector -> use_projector: boolean "Enable/disable projector mode. Effect is applied in horizontal direction only"
#+ * Node|CompositorNode|CompositorNodeLevels.channel -> channel: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeLumaMatte.high -> high: float "Values higher than this setting are 100% opaque"
#+ * Node|CompositorNode|CompositorNodeLumaMatte.low -> low: float "Values lower than this setting are 100% keyed"
@@ -2615,7 +2616,7 @@
#+ * Node|CompositorNode|CompositorNodeOutputFile.frame_start -> frame_start: int "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeOutputFile.image_type -> image_type: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeOutputFile.quality -> quality: int "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeOutputFile.exr_half -> use_exr_half: boolean "NO DESCRIPTION"
+#Node|CompositorNode|CompositorNodeOutputFile.use_exr_half -> use_exr_half: boolean "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodePremulKey.mapping -> mapping: enum "Conversion between premultiplied alpha and key alpha"
#+ * Node|CompositorNode|CompositorNodeRLayers.layer -> layer: enum "NO DESCRIPTION"
#+ * Node|CompositorNode|CompositorNodeRLayers.scene -> scene: pointer "NO DESCRIPTION"
@@ -2639,8 +2640,8 @@
#+ * Node|CompositorNode|CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)"
#+ * Node|CompositorNode|CompositorNodeVecBlur.factor -> factor: float "Scaling factor for motion vectors; actually shutter speed in frames"
#+ * Node|CompositorNode|CompositorNodeVecBlur.samples -> samples: int "NO DESCRIPTION"
- + * Node|CompositorNode|CompositorNodeVecBlur.max_speed -> speed_max: int "Maximum speed, or zero for none"
- + * Node|CompositorNode|CompositorNodeVecBlur.min_speed -> speed_min: int "Minimum speed for a pixel to be blurred; used to separate background from foreground"
+#Node|CompositorNode|CompositorNodeVecBlur.speed_max -> speed_max: int "Maximum speed, or zero for none"
+#Node|CompositorNode|CompositorNodeVecBlur.speed_min -> speed_min: int "Minimum speed for a pixel to be blurred; used to separate background from foreground"
+ * Node|CompositorNode|CompositorNodeVecBlur.curved -> use_curved: boolean "Interpolate between frames in a bezier curve, rather than linearly"
#+ * Node|NodeGroup.nodetree -> nodetree: pointer "NO DESCRIPTION"
#+ * Node|ShaderNode.type -> type: enum, "(read-only)"
@@ -2651,12 +2652,12 @@
#+ * Node|ShaderNode|ShaderNodeGeometry.color_layer -> color_layer: string "NO DESCRIPTION"
#+ * Node|ShaderNode|ShaderNodeGeometry.uv_layer -> uv_layer: string "NO DESCRIPTION"
#+ * Node|ShaderNode|ShaderNodeMapping.location -> location: float[3] "Location offset for the input coordinate"
- + * Node|ShaderNode|ShaderNodeMapping.maximum -> max: float[3] "Maximum value to clamp coordinate to"
- + * Node|ShaderNode|ShaderNodeMapping.minimum -> min: float[3] "Minimum value to clamp coordinate to"
+#Node|ShaderNode|ShaderNodeMapping.max -> max: float[3] "Maximum value to clamp coordinate to"
+#Node|ShaderNode|ShaderNodeMapping.min -> min: float[3] "Minimum value to clamp coordinate to"
#+ * Node|ShaderNode|ShaderNodeMapping.rotation -> rotation: float[3] "Rotation offset for the input coordinate"
#+ * Node|ShaderNode|ShaderNodeMapping.scale -> scale: float[3] "Scale adjustment for the input coordinate"
- + * Node|ShaderNode|ShaderNodeMapping.clamp_maximum -> use_max: boolean "Clamp the output coordinate to a maximum value"
- + * Node|ShaderNode|ShaderNodeMapping.clamp_minimum -> use_min: boolean "Clamp the output coordinate to a minimum value"
+#Node|ShaderNode|ShaderNodeMapping.use_max -> use_max: boolean "Clamp the output coordinate to a maximum value"
+#Node|ShaderNode|ShaderNodeMapping.use_min -> use_min: boolean "Clamp the output coordinate to a minimum value"
#+ * Node|ShaderNode|ShaderNodeMaterial.invert_normal -> invert_normal: boolean "Material Node uses inverted normal"
#+ * Node|ShaderNode|ShaderNodeMaterial.material -> material: pointer "NO DESCRIPTION"
+ * Node|ShaderNode|ShaderNodeMaterial.diffuse -> use_diffuse: boolean "Material Node outputs Diffuse"
@@ -2726,9 +2727,9 @@
#Paint|Sculpt.use_symmetry_y -> use_symmetry_y: boolean "Mirror brush across the Y axis"
#Paint|Sculpt.use_symmetry_z -> use_symmetry_z: boolean "Mirror brush across the Z axis"
#Paint|Sculpt.use_threaded -> use_threaded: boolean "Take advantage of multiple CPU cores to improve sculpting performance"
- + * Paint|VertexPaint.all_faces -> use_all_faces: boolean "Paint on all faces inside brush"
+#Paint|VertexPaint.use_all_faces -> use_all_faces: boolean "Paint on all faces inside brush"
+ * Paint|VertexPaint.normals -> use_normal: boolean "Applies the vertex normal before painting"
- + * Paint|VertexPaint.spray -> use_spray: boolean "Keep applying paint effect while holding mouse"
+#Paint|VertexPaint.use_spray -> use_spray: boolean "Keep applying paint effect while holding mouse"
#+ * Panel.bl_context -> bl_context: string "The context in which the panel belongs to. (TODO: explain the possible combinations bl_context/bl_region_type/bl_space_type)"
#+ * Panel.bl_idname -> bl_idname: string "If this is set, the panel gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is OBJECT_PT_hello, and bl_idname is not set by the script, then bl_idname = OBJECT_PT_hello"
#+ * Panel.bl_label -> bl_label: string "The panel label, shows up in the panel header at the right of the triangle used to collapse the panel."
@@ -2766,23 +2767,23 @@
#+ * ParticleDupliWeight.count -> count: int "The number of times this object is repeated with respect to other objects"
#+ * ParticleDupliWeight.name -> name: string, "(read-only) Particle dupliobject name"
#+ * ParticleEdit.brush -> brush: pointer, "(read-only)"
- + * ParticleEdit.add_keys -> default_key_count: int "How many keys to make new particles with"
+#ParticleEdit.default_key_count -> default_key_count: int "How many keys to make new particles with"
#+ * ParticleEdit.draw_step -> draw_step: int "How many steps to draw the path with"
#+ * ParticleEdit.emitter_distance -> emitter_distance: float "Distance to keep particles away from the emitter"
#+ * ParticleEdit.fade_frames -> fade_frames: int "How many frames to fade"
#ParticleEdit.is_editable -> is_editable: boolean, "(read-only) A valid edit mode exists"
#ParticleEdit.is_hair -> is_hair: boolean, "(read-only) Editing hair"
#+ * ParticleEdit.object -> object: pointer, "(read-only) The edited object"
- + * ParticleEdit.selection_mode -> select_mode: enum "Particle select and display mode"
+#ParticleEdit.select_mode -> select_mode: enum "Particle select and display mode"
#ParticleEdit.show_particles -> show_particles: boolean "Draw actual particles"
#+ * ParticleEdit.tool -> tool: enum "NO DESCRIPTION"
#+ * ParticleEdit.type -> type: enum "NO DESCRIPTION"
- + * ParticleEdit.auto_velocity -> use_auto_velocity: boolean "Calculate point velocities automatically"
- + * ParticleEdit.add_interpolate -> use_default_interpolate: boolean "Interpolate new particles from the existing ones"
- + * ParticleEdit.emitter_deflect -> use_emitter_deflect: boolean "Keep paths from intersecting the emitter"
- + * ParticleEdit.fade_time -> use_fade_time: boolean "Fade paths and keys further away from current frame"
- + * ParticleEdit.keep_lengths -> use_preserve_length: boolean "Keep path lengths constant"
- + * ParticleEdit.keep_root -> use_preserve_root: boolean "Keep root keys unmodified"
+#ParticleEdit.use_auto_velocity -> use_auto_velocity: boolean "Calculate point velocities automatically"
+#ParticleEdit.use_default_interpolate -> use_default_interpolate: boolean "Interpolate new particles from the existing ones"
+#ParticleEdit.use_emitter_deflect -> use_emitter_deflect: boolean "Keep paths from intersecting the emitter"
+#ParticleEdit.use_fade_time -> use_fade_time: boolean "Fade paths and keys further away from current frame"
+#ParticleEdit.use_preserve_length -> use_preserve_length: boolean "Keep path lengths constant"
+#ParticleEdit.use_preserve_root -> use_preserve_root: boolean "Keep root keys unmodified"
#ParticleHairKey.co -> co: float[3] "Location of the hair key in object space"
#ParticleHairKey.co_hair_space -> co_hair_space: float[3] "Location of the hair key in its internal coordinate system, relative to the emitting face"
#+ * ParticleHairKey.time -> time: float "Relative time of key over hair length"
@@ -2800,18 +2801,18 @@
#+ * ParticleSystem.child_particles -> child_particles: collection, "(read-only) Child particles generated by the particle system"
#+ * ParticleSystem.cloth -> cloth: pointer, "(read-only) Cloth dynamics for hair"
#ParticleSystem.has_multiple_caches -> has_multiple_caches: boolean, "(read-only) Particle system has multiple point caches"
- + * ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump: boolean "Negate the effect of the clump vertex group"
- + * ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density: boolean "Negate the effect of the density vertex group"
- + * ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field: boolean "Negate the effect of the field vertex group"
- + * ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink: boolean "Negate the effect of the kink vertex group"
- + * ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length: boolean "Negate the effect of the length vertex group"
- + * ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation: boolean "Negate the effect of the rotation vertex group"
- + * ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness_1: boolean "Negate the effect of the roughness 1 vertex group"
- + * ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness_2: boolean "Negate the effect of the roughness 2 vertex group"
- + * ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end: boolean "Negate the effect of the roughness end vertex group"
- + * 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"
+#ParticleSystem.invert_vertex_group_clump -> invert_vertex_group_clump: boolean "Negate the effect of the clump vertex group"
+#ParticleSystem.invert_vertex_group_density -> invert_vertex_group_density: boolean "Negate the effect of the density vertex group"
+#ParticleSystem.invert_vertex_group_field -> invert_vertex_group_field: boolean "Negate the effect of the field vertex group"
+#ParticleSystem.invert_vertex_group_kink -> invert_vertex_group_kink: boolean "Negate the effect of the kink vertex group"
+#ParticleSystem.invert_vertex_group_length -> invert_vertex_group_length: boolean "Negate the effect of the length vertex group"
+#ParticleSystem.invert_vertex_group_rotation -> invert_vertex_group_rotation: boolean "Negate the effect of the rotation vertex group"
+#ParticleSystem.invert_vertex_group_roughness_1 -> invert_vertex_group_roughness_1: boolean "Negate the effect of the roughness 1 vertex group"
+#ParticleSystem.invert_vertex_group_roughness_2 -> invert_vertex_group_roughness_2: boolean "Negate the effect of the roughness 2 vertex group"
+#ParticleSystem.invert_vertex_group_roughness_end -> invert_vertex_group_roughness_end: boolean "Negate the effect of the roughness end vertex group"
+#ParticleSystem.invert_vertex_group_size -> invert_vertex_group_size: boolean "Negate the effect of the size vertex group"
+#ParticleSystem.invert_vertex_group_tangent -> invert_vertex_group_tangent: boolean "Negate the effect of the tangent vertex group"
+#ParticleSystem.invert_vertex_group_velocity -> invert_vertex_group_velocity: boolean "Negate the effect of the velocity vertex group"
#ParticleSystem.is_editable -> is_editable: boolean, "(read-only) Particle system can be edited in particle mode"
#ParticleSystem.is_edited -> is_edited: boolean, "(read-only) Particle system has been edited in particle mode"
#ParticleSystem.is_global_hair -> is_global_hair: boolean, "(read-only) Hair keys are in global coordinate space"
@@ -2824,16 +2825,16 @@
#+ * ParticleSystem.seed -> seed: int "Offset in the random number table, to get a different randomized result"
#+ * ParticleSystem.settings -> settings: pointer "Particle system settings"
#+ * ParticleSystem.targets -> targets: collection, "(read-only) Target particle systems"
- + * ParticleSystem.hair_dynamics -> use_hair_dynamics: boolean "Enable hair dynamics using cloth simulation"
- + * ParticleSystem.keyed_timing -> use_keyed_timing: boolean "Use key times"
+#ParticleSystem.use_hair_dynamics -> use_hair_dynamics: boolean "Enable hair dynamics using cloth simulation"
+#ParticleSystem.use_keyed_timing -> use_keyed_timing: boolean "Use key times"
#+ * ParticleSystem.vertex_group_clump -> vertex_group_clump: string "Vertex group to control clump"
#+ * ParticleSystem.vertex_group_density -> vertex_group_density: string "Vertex group to control density"
#+ * ParticleSystem.vertex_group_field -> vertex_group_field: string "Vertex group to control field"
#+ * 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_roughness_1: string "Vertex group to control roughness 1"
- + * ParticleSystem.vertex_group_roughness2 -> vertex_group_roughness_2: string "Vertex group to control roughness 2"
+#ParticleSystem.vertex_group_roughness_1 -> vertex_group_roughness_1: string "Vertex group to control roughness 1"
+#ParticleSystem.vertex_group_roughness_2 -> vertex_group_roughness_2: 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_size -> vertex_group_size: string "Vertex group to control size"
#+ * ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string "Vertex group to control tangent"
@@ -2865,20 +2866,20 @@
#+ * 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_soft: float "Softness of the soft falloff option"
+#PointDensity.falloff_soft -> 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_space: enum "Co-ordinate system to cache particles in"
+#PointDensity.particle_cache_space -> particle_cache_space: enum "Co-ordinate system to cache particles in"
#+ * PointDensity.particle_system -> particle_system: pointer "Particle System to render as points"
#+ * PointDensity.point_source -> point_source: enum "Point data to use as renderable point density"
#+ * PointDensity.radius -> radius: float "Radius from the shaded sample to look for points within"
#+ * PointDensity.speed_scale -> speed_scale: float "Multiplier to bring particle speed within an acceptable range"
#+ * PointDensity.turbulence_depth -> turbulence_depth: int "Level of detail in the added turbulent noise"
#+ * PointDensity.turbulence_influence -> turbulence_influence: enum "Method for driving added turbulent noise"
- + * PointDensity.turbulence_size -> turbulence_scale: float "Scale of the added turbulent noise"
+#PointDensity.turbulence_scale -> turbulence_scale: float "Scale of the added turbulent noise"
#+ * PointDensity.turbulence_strength -> turbulence_strength: float "NO DESCRIPTION"
- + * PointDensity.turbulence -> use_turbulence: boolean "Add directed noise to the density at render-time"
- + * PointDensity.vertices_cache -> vertex_cache_space: enum "Co-ordinate system to cache vertices in"
+#PointDensity.use_turbulence -> use_turbulence: boolean "Add directed noise to the density at render-time"
+#PointDensity.vertex_cache_space -> vertex_cache_space: enum "Co-ordinate system to cache vertices in"
#+ * Pose.active_bone_group -> active_bone_group: pointer "Active bone group for this pose"
#+ * Pose.active_bone_group_index -> active_bone_group_index: int "Active index in bone groups array"
#+ * Pose.animation_visualisation -> animation_visualisation: pointer, "(read-only) Animation data for this datablock"
@@ -2894,14 +2895,14 @@
#+ * PoseBone.custom_shape -> custom_shape: pointer "Object that defines custom draw type for this bone"
#+ * PoseBone.custom_shape_transform -> custom_shape_transform: pointer "Bone that defines the display transform of this custom shape"
#+ * PoseBone.head -> head: float[3], "(read-only) Location of head of the channels bone"
- + * PoseBone.ik_lin_weight -> ik_linear_weight: float "Weight of scale constraint for IK"
+#PoseBone.ik_linear_weight -> ik_linear_weight: float "Weight of scale constraint for IK"
#+ * PoseBone.ik_max_x -> ik_max_x: float "Maximum angles for IK Limit"
#+ * PoseBone.ik_max_y -> ik_max_y: float "Maximum angles for IK Limit"
#+ * PoseBone.ik_max_z -> ik_max_z: float "Maximum angles for IK Limit"
#+ * PoseBone.ik_min_x -> ik_min_x: float "Minimum angles for IK Limit"
#+ * PoseBone.ik_min_y -> ik_min_y: float "Minimum angles for IK Limit"
#+ * PoseBone.ik_min_z -> ik_min_z: float "Minimum angles for IK Limit"
- + * PoseBone.ik_rot_weight -> ik_rotation_weight: float "Weight of rotation constraint for IK"
+#PoseBone.ik_rotation_weight -> ik_rotation_weight: float "Weight of rotation constraint for IK"
#+ * PoseBone.ik_stiffness_x -> ik_stiffness_x: float "IK stiffness around the X axis"
#+ * PoseBone.ik_stiffness_y -> ik_stiffness_y: float "IK stiffness around the Y axis"
#+ * PoseBone.ik_stiffness_z -> ik_stiffness_z: float "IK stiffness around the Z axis"
@@ -2929,11 +2930,11 @@
#+ * PoseBone.scale -> scale: float[3] "NO DESCRIPTION"
#+ * PoseBone.select -> select: boolean "NO DESCRIPTION"
#+ * PoseBone.tail -> tail: float[3], "(read-only) Location of tail of the channels bone"
- + * PoseBone.ik_limit_x -> use_ik_limit_x: boolean "Limit movement around the X axis"
- + * PoseBone.ik_limit_y -> use_ik_limit_y: boolean "Limit movement around the Y axis"
- + * PoseBone.ik_limit_z -> use_ik_limit_z: boolean "Limit movement around the Z axis"
- + * PoseBone.ik_lin_control -> use_ik_linear_control: boolean "Apply channel size as IK constraint if stretching is enabled"
- + * PoseBone.ik_rot_control -> use_ik_rotation_control: boolean "Apply channel rotation as IK constraint"
+#PoseBone.use_ik_limit_x -> use_ik_limit_x: boolean "Limit movement around the X axis"
+#PoseBone.use_ik_limit_y -> use_ik_limit_y: boolean "Limit movement around the Y axis"
+#PoseBone.use_ik_limit_z -> use_ik_limit_z: boolean "Limit movement around the Z axis"
+#PoseBone.use_ik_linear_control -> use_ik_linear_control: boolean "Apply channel size as IK constraint if stretching is enabled"
+#PoseBone.use_ik_rotation_control -> use_ik_rotation_control: boolean "Apply channel rotation as IK constraint"
#+ * PoseBoneConstraints.active -> active: pointer "Active PoseChannel constraint"
#+ * Property.description -> description: string, "(read-only) Description of the property for tooltips"
#+ * Property.identifier -> identifier: string, "(read-only) Unique name used in the code and scripting"
@@ -3067,7 +3068,6 @@
#+ * RenderSettings.edge_threshold -> edge_threshold: int "Threshold for drawing outlines on geometry edges"
#+ * RenderSettings.engine -> engine: enum "Engine to use for rendering"
#RenderSettings.exr_codec -> exr_codec: enum "Codec settings for OpenEXR"
-#RenderSettings.exr_half -> exr_half: boolean "Use 16 bit floats instead of 32 bit floats per channel"
#RenderSettings.exr_preview -> exr_preview: boolean "When rendering animations, save JPG preview images in same directory"
#RenderSettings.exr_zbuf -> exr_zbuf: boolean "Save the z-depth per pixel (32 bit unsigned int zbuffer)"
#+ * RenderSettings.field_order -> field_order: enum "Order of video fields. Select which lines get rendered first, to create smooth motion for TV output"
@@ -3121,6 +3121,7 @@
#RenderSettings.use_crop_to_border -> use_crop_to_border: boolean "Crop the rendered frame to the defined border size"
#RenderSettings.use_edge_enhance -> use_edge_enhance: boolean "Create a toon outline around the edges of geometry"
#+ * RenderSettings.use_envmaps -> use_envmaps: boolean "Calculate environment maps while rendering"
+#RenderSettings.use_exr_half -> use_exr_half: boolean "Use 16 bit floats instead of 32 bit floats per channel"
#RenderSettings.use_fields -> use_fields: boolean "Render image to two fields per frame, for interlaced TV output"
#RenderSettings.use_fields_still -> use_fields_still: boolean "Disable the time difference between fields"
#+ * RenderSettings.use_file_extension -> use_file_extension: boolean "Add the file format extensions to the rendered file name (eg: filename + .jpg)"
@@ -3161,9 +3162,9 @@
#+ * SPHFluidSettings.fluid_radius -> fluid_radius: float "Fluid interaction Radius"
#+ * SPHFluidSettings.rest_density -> rest_density: float "Density"
#+ * SPHFluidSettings.rest_length -> rest_length: float "The Spring Rest Length (factor of interaction radius)"
- + * SPHFluidSettings.spring_k -> spring_force: float "Spring force constant"
- + * SPHFluidSettings.stiffness_k -> stiffness: float "Constant K - Stiffness"
- + * SPHFluidSettings.stiffness_knear -> stiffness_near: float "Repulsion factor: stiffness_knear"
+#SPHFluidSettings.spring_force -> spring_force: float "Spring force constant"
+#SPHFluidSettings.stiffness -> stiffness: float "Constant K - Stiffness"
+#SPHFluidSettings.stiffness_near -> stiffness_near: float "Repulsion factor: stiffness_knear"
#+ * SPHFluidSettings.viscosity_beta -> viscosity_beta: float "Square viscosity factor"
#+ * SPHFluidSettings.viscosity_omega -> viscosity_omega: float "Linear viscosity"
#+ * SceneBases.active -> active: pointer "Active object base in the scene"
@@ -3176,8 +3177,8 @@
#+ * SceneGameData.dome_text -> dome_text: pointer "Custom Warp Mesh data file"
#+ * SceneGameData.dome_tilt -> dome_tilt: int "Camera rotation in horizontal axis"
#+ * SceneGameData.fps -> fps: int "The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate"
- + * SceneGameData.framing_color -> frame_color: float[3] "Set colour of the bars"
- + * SceneGameData.framing_type -> frame_type: enum "Select the type of Framing you want"
+#SceneGameData.frame_color -> frame_color: float[3] "Set colour of the bars"
+#SceneGameData.frame_type -> frame_type: enum "Select the type of Framing you want"
#+ * SceneGameData.frequency -> frequency: int "Displays clock frequency of fullscreen display"
#+ * SceneGameData.logic_step_max -> logic_step_max: int "Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics"
#+ * SceneGameData.material_mode -> material_mode: enum "Material mode to use for rendering"
@@ -3193,20 +3194,20 @@
#SceneGameData.show_fullscreen -> show_fullscreen: boolean "Starts player in a new fullscreen display"
#+ * SceneGameData.show_physics_visualization -> show_physics_visualization: boolean "Show a visualization of physics bounds and interactions"
#+ * SceneGameData.stereo -> stereo: enum "NO DESCRIPTION"
- + * SceneGameData.eye_separation -> stereo_eye_separation: float "Set the distance between the eyes - the camera focal length/30 should be fine"
+#SceneGameData.stereo_eye_separation -> stereo_eye_separation: float "Set the distance between the eyes - the camera focal length/30 should be fine"
#+ * SceneGameData.stereo_mode -> stereo_mode: enum "Stereographic techniques"
- + * SceneGameData.activity_culling -> use_activity_culling: boolean "Activity culling is enabled"
+#SceneGameData.use_activity_culling -> use_activity_culling: boolean "Activity culling is enabled"
#+ * SceneGameData.use_animation_record -> use_animation_record: boolean "Record animation to fcurves"
- + * SceneGameData.auto_start -> use_auto_start: boolean "Automatically start game at load time"
+#SceneGameData.use_auto_start -> use_auto_start: boolean "Automatically start game at load time"
#+ * SceneGameData.use_deprecation_warnings -> use_deprecation_warnings: boolean "Print warnings when using deprecated features in the python API"
#+ * SceneGameData.use_display_lists -> use_display_lists: boolean "Use display lists to speed up rendering by keeping geometry on the GPU"
#+ * SceneGameData.use_frame_rate -> use_frame_rate: boolean "Respect the frame rate rather than rendering as many frames as possible"
- + * SceneGameData.glsl_extra_textures -> use_glsl_extra_textures: boolean "Use extra textures like normal or specular maps for GLSL rendering"
- + * SceneGameData.glsl_lights -> use_glsl_lights: boolean "Use lights for GLSL rendering"
- + * SceneGameData.glsl_nodes -> use_glsl_nodes: boolean "Use nodes for GLSL rendering"
- + * SceneGameData.glsl_ramps -> use_glsl_ramps: boolean "Use ramps for GLSL rendering"
- + * SceneGameData.glsl_shaders -> use_glsl_shaders: boolean "Use shaders for GLSL rendering"
- + * SceneGameData.glsl_shadows -> use_glsl_shadows: boolean "Use shadows for GLSL rendering"
+#SceneGameData.use_glsl_extra_textures -> use_glsl_extra_textures: boolean "Use extra textures like normal or specular maps for GLSL rendering"
+#SceneGameData.use_glsl_lights -> use_glsl_lights: boolean "Use lights for GLSL rendering"
+#SceneGameData.use_glsl_nodes -> use_glsl_nodes: boolean "Use nodes for GLSL rendering"
+#SceneGameData.use_glsl_ramps -> use_glsl_ramps: boolean "Use ramps for GLSL rendering"
+#SceneGameData.use_glsl_shaders -> use_glsl_shaders: boolean "Use shaders for GLSL rendering"
+#SceneGameData.use_glsl_shadows -> use_glsl_shadows: boolean "Use shadows for GLSL rendering"
#+ * SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean "Use optimized Bullet DBVT tree for view frustum and occlusion culling"
#+ * SceneObjects.active -> active: pointer "Active object for this scene"
#SceneRenderLayer.exclude_ambient_occlusion -> exclude_ambient_occlusion: boolean "Exclude AO pass from combined"
@@ -3315,12 +3316,12 @@
#+ * Sensor|RaySensor.ray_type -> ray_type: enum "Toggle collision on material or property"
#Sensor|RaySensor.use_x_ray -> use_x_ray: boolean "Toggle X-Ray option (see through objects that dont have the property)"
#+ * Sensor|TouchSensor.material -> material: pointer "Only look for objects with this material"
- + * Sequence.blend_opacity -> blend_alpha: float "NO DESCRIPTION"
- + * Sequence.blend_mode -> blend_type: enum "NO DESCRIPTION"
+#Sequence.blend_alpha -> blend_alpha: float "NO DESCRIPTION"
+#Sequence.blend_type -> blend_type: enum "NO DESCRIPTION"
#+ * Sequence.channel -> channel: int "Y position of the sequence strip"
#+ * Sequence.effect_fader -> effect_fader: float "NO DESCRIPTION"
#Sequence.frame_duration -> frame_duration: int, "(read-only) The length of the contents of this strip before the handles are applied"
- + * Sequence.frame_final_length -> frame_final_duration: int "The length of the contents of this strip before the handles are applied"
+#Sequence.frame_final_duration -> frame_final_duration: int "The length of the contents of this strip before the handles are applied"
#+ * Sequence.frame_final_end -> frame_final_end: int "End frame displayed in the sequence editor after offsets are applied"
#+ * Sequence.frame_final_start -> frame_final_start: int "Start frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frame"
#+ * Sequence.frame_offset_end -> frame_offset_end: int, "(read-only)"
@@ -3336,12 +3337,12 @@
#+ * Sequence.select_right_handle -> select_right_handle: boolean "NO DESCRIPTION"
#+ * Sequence.speed_fader -> speed_fader: float "NO DESCRIPTION"
#+ * Sequence.type -> type: enum, "(read-only)"
- + * Sequence.use_effect_default_fade -> use_default_fade: boolean "Fade effect using the built-in default (usually make transition as long as effect strip)"
+#Sequence.use_default_fade -> use_default_fade: boolean "Fade effect using the built-in default (usually make transition as long as effect strip)"
#+ * SequenceColorBalance.gain -> gain: float[3] "Color balance gain (highlights)"
#+ * SequenceColorBalance.gamma -> gamma: float[3] "Color balance gamma (midtones)"
- + * SequenceColorBalance.inverse_gain -> invert_gain: boolean "NO DESCRIPTION"
- + * SequenceColorBalance.inverse_gamma -> invert_gamma: boolean "NO DESCRIPTION"
- + * SequenceColorBalance.inverse_lift -> invert_lift: boolean "NO DESCRIPTION"
+#SequenceColorBalance.invert_gain -> invert_gain: boolean "NO DESCRIPTION"
+#SequenceColorBalance.invert_gamma -> invert_gamma: boolean "NO DESCRIPTION"
+#SequenceColorBalance.invert_lift -> invert_lift: boolean "NO DESCRIPTION"
#+ * SequenceColorBalance.lift -> lift: float[3] "Color balance lift (shadows)"
+ * SequenceCrop.right -> max_x: int "NO DESCRIPTION"
+ * SequenceCrop.top -> max_y: int "NO DESCRIPTION"
@@ -3360,7 +3361,7 @@
#+ * SequenceTransform.offset_x -> offset_x: int "NO DESCRIPTION"
#+ * SequenceTransform.offset_y -> offset_y: int "NO DESCRIPTION"
#+ * Sequence|EffectSequence.color_balance -> color_balance: pointer, "(read-only)"
- + * Sequence|EffectSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION"
+#Sequence|EffectSequence.color_multiply -> color_multiply: float "NO DESCRIPTION"
#+ * Sequence|EffectSequence.color_saturation -> color_saturation: float "NO DESCRIPTION"
#+ * Sequence|EffectSequence.crop -> crop: pointer, "(read-only)"
#+ * Sequence|EffectSequence.proxy -> proxy: pointer, "(read-only)"
@@ -3368,28 +3369,28 @@
#+ * Sequence|EffectSequence.transform -> transform: pointer, "(read-only)"
#+ * Sequence|EffectSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input"
#+ * Sequence|EffectSequence.use_crop -> use_crop: boolean "Crop image before processing"
- + * Sequence|EffectSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields"
- + * Sequence|EffectSequence.flip_x -> use_flip_x: boolean "Flip on the X axis"
- + * Sequence|EffectSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis"
- + * Sequence|EffectSequence.convert_float -> use_float: boolean "Convert input to float data"
- + * Sequence|EffectSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha"
+#Sequence|EffectSequence.use_deinterlace -> use_deinterlace: boolean "For video movies to remove fields"
+#Sequence|EffectSequence.use_flip_x -> use_flip_x: boolean "Flip on the X axis"
+#Sequence|EffectSequence.use_flip_y -> use_flip_y: boolean "Flip on the Y axis"
+#Sequence|EffectSequence.use_float -> use_float: boolean "Convert input to float data"
+#Sequence|EffectSequence.use_premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha"
#+ * Sequence|EffectSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip"
- + * Sequence|EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data"
- + * Sequence|EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from"
- + * Sequence|EffectSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order"
+#Sequence|EffectSequence.use_proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data"
+#Sequence|EffectSequence.use_proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from"
+#Sequence|EffectSequence.use_reverse_frames -> use_reverse_frames: boolean "Reverse frame order"
#+ * Sequence|EffectSequence.use_translation -> use_translation: boolean "Translate image before processing"
#+ * Sequence|EffectSequence|ColorSequence.color -> color: float[3] "NO DESCRIPTION"
- + * Sequence|EffectSequence|GlowSequence.blur_distance -> blur_radius: float "Radius of glow effect"
+#Sequence|EffectSequence|GlowSequence.blur_radius -> blur_radius: float "Radius of glow effect"
#+ * Sequence|EffectSequence|GlowSequence.boost_factor -> boost_factor: float "Brightness multiplier"
#+ * Sequence|EffectSequence|GlowSequence.clamp -> clamp: float "rightness limit of intensity"
#+ * Sequence|EffectSequence|GlowSequence.quality -> quality: int "Accuracy of the blur effect"
#+ * Sequence|EffectSequence|GlowSequence.threshold -> threshold: float "Minimum intensity to trigger a glow"
- + * Sequence|EffectSequence|GlowSequence.only_boost -> use_only_boost: boolean "Show the glow buffer only"
+#Sequence|EffectSequence|GlowSequence.use_only_boost -> use_only_boost: boolean "Show the glow buffer only"
#+ * Sequence|EffectSequence|PluginSequence.filename -> filename: string, "(read-only)"
#+ * Sequence|EffectSequence|SpeedControlSequence.global_speed -> global_speed: float "NO DESCRIPTION"
- + * Sequence|EffectSequence|SpeedControlSequence.curve_compress_y -> use_curve_compress_y: boolean "Scale F-Curve value to get the target frame number, F-Curve value runs from 0.0 to 1.0"
- + * Sequence|EffectSequence|SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean "Interpret the F-Curve value as a velocity instead of a frame number"
- + * Sequence|EffectSequence|SpeedControlSequence.frame_blending -> use_frame_blend: boolean "Blend two frames into the target for a smoother result"
+#Sequence|EffectSequence|SpeedControlSequence.use_curve_compress_y -> use_curve_compress_y: boolean "Scale F-Curve value to get the target frame number, F-Curve value runs from 0.0 to 1.0"
+#Sequence|EffectSequence|SpeedControlSequence.use_curve_velocity -> use_curve_velocity: boolean "Interpret the F-Curve value as a velocity instead of a frame number"
+#Sequence|EffectSequence|SpeedControlSequence.use_frame_blend -> use_frame_blend: boolean "Blend two frames into the target for a smoother result"
#+ * Sequence|EffectSequence|TransformSequence.interpolation -> interpolation: enum "NO DESCRIPTION"
#+ * Sequence|EffectSequence|TransformSequence.rotation_start -> rotation_start: float "NO DESCRIPTION"
#+ * Sequence|EffectSequence|TransformSequence.scale_start_x -> scale_start_x: float "NO DESCRIPTION"
@@ -3397,15 +3398,15 @@
#+ * Sequence|EffectSequence|TransformSequence.translate_start_x -> translate_start_x: float "NO DESCRIPTION"
#+ * Sequence|EffectSequence|TransformSequence.translate_start_y -> translate_start_y: float "NO DESCRIPTION"
#+ * Sequence|EffectSequence|TransformSequence.translation_unit -> translation_unit: enum "NO DESCRIPTION"
- + * Sequence|EffectSequence|TransformSequence.uniform_scale -> use_uniform_scale: boolean "Scale uniformly, preserving aspect ratio"
+#Sequence|EffectSequence|TransformSequence.use_uniform_scale -> use_uniform_scale: boolean "Scale uniformly, preserving aspect ratio"
#+ * Sequence|EffectSequence|WipeSequence.angle -> angle: float "Edge angle"
#+ * Sequence|EffectSequence|WipeSequence.blur_width -> blur_width: float "Width of the blur edge, in percentage relative to the image size"
#+ * Sequence|EffectSequence|WipeSequence.direction -> direction: enum "Wipe direction"
#+ * Sequence|EffectSequence|WipeSequence.transition_type -> transition_type: enum "NO DESCRIPTION"
- + * Sequence|ImageSequence.animation_end_offset -> animation_offset_end: int "Animation end offset (trim end)"
- + * Sequence|ImageSequence.animation_start_offset -> animation_offset_start: int "Animation start offset (trim start)"
+#Sequence|ImageSequence.animation_offset_end -> animation_offset_end: int "Animation end offset (trim end)"
+#Sequence|ImageSequence.animation_offset_start -> animation_offset_start: int "Animation start offset (trim start)"
#+ * Sequence|ImageSequence.color_balance -> color_balance: pointer, "(read-only)"
- + * Sequence|ImageSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION"
+#Sequence|ImageSequence.color_multiply -> color_multiply: float "NO DESCRIPTION"
#+ * Sequence|ImageSequence.color_saturation -> color_saturation: float "NO DESCRIPTION"
#+ * Sequence|ImageSequence.crop -> crop: pointer, "(read-only)"
#+ * Sequence|ImageSequence.directory -> directory: string "NO DESCRIPTION"
@@ -3415,20 +3416,20 @@
#+ * Sequence|ImageSequence.transform -> transform: pointer, "(read-only)"
#+ * Sequence|ImageSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input"
#+ * Sequence|ImageSequence.use_crop -> use_crop: boolean "Crop image before processing"
- + * Sequence|ImageSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields"
- + * Sequence|ImageSequence.flip_x -> use_flip_x: boolean "Flip on the X axis"
- + * Sequence|ImageSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis"
- + * Sequence|ImageSequence.convert_float -> use_float: boolean "Convert input to float data"
- + * Sequence|ImageSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha"
+#Sequence|ImageSequence.use_deinterlace -> use_deinterlace: boolean "For video movies to remove fields"
+#Sequence|ImageSequence.use_flip_x -> use_flip_x: boolean "Flip on the X axis"
+#Sequence|ImageSequence.use_flip_y -> use_flip_y: boolean "Flip on the Y axis"
+#Sequence|ImageSequence.use_float -> use_float: boolean "Convert input to float data"
+#Sequence|ImageSequence.use_premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha"
#+ * Sequence|ImageSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip"
- + * Sequence|ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data"
- + * Sequence|ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from"
- + * Sequence|ImageSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order"
+#Sequence|ImageSequence.use_proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data"
+#Sequence|ImageSequence.use_proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from"
+#Sequence|ImageSequence.use_reverse_frames -> use_reverse_frames: boolean "Reverse frame order"
#+ * Sequence|ImageSequence.use_translation -> use_translation: boolean "Translate image before processing"
- + * Sequence|MetaSequence.animation_end_offset -> animation_offset_end: int "Animation end offset (trim end)"
- + * Sequence|MetaSequence.animation_start_offset -> animation_offset_start: int "Animation start offset (trim start)"
+#Sequence|MetaSequence.animation_offset_end -> animation_offset_end: int "Animation end offset (trim end)"
+#Sequence|MetaSequence.animation_offset_start -> animation_offset_start: int "Animation start offset (trim start)"
#+ * Sequence|MetaSequence.color_balance -> color_balance: pointer, "(read-only)"
- + * Sequence|MetaSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION"
+#Sequence|MetaSequence.color_multiply -> color_multiply: float "NO DESCRIPTION"
#+ * Sequence|MetaSequence.color_saturation -> color_saturation: float "NO DESCRIPTION"
#+ * Sequence|MetaSequence.crop -> crop: pointer, "(read-only)"
#+ * Sequence|MetaSequence.proxy -> proxy: pointer, "(read-only)"
@@ -3437,20 +3438,20 @@
#+ * Sequence|MetaSequence.transform -> transform: pointer, "(read-only)"
#+ * Sequence|MetaSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input"
#+ * Sequence|MetaSequence.use_crop -> use_crop: boolean "Crop image before processing"
- + * Sequence|MetaSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields"
- + * Sequence|MetaSequence.flip_x -> use_flip_x: boolean "Flip on the X axis"
- + * Sequence|MetaSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis"
- + * Sequence|MetaSequence.convert_float -> use_float: boolean "Convert input to float data"
- + * Sequence|MetaSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha"
+#Sequence|MetaSequence.use_deinterlace -> use_deinterlace: boolean "For video movies to remove fields"
+#Sequence|MetaSequence.use_flip_x -> use_flip_x: boolean "Flip on the X axis"
+#Sequence|MetaSequence.use_flip_y -> use_flip_y: boolean "Flip on the Y axis"
+#Sequence|MetaSequence.use_float -> use_float: boolean "Convert input to float data"
+#Sequence|MetaSequence.use_premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha"
#+ * Sequence|MetaSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip"
- + * Sequence|MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data"
- + * Sequence|MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from"
- + * Sequence|MetaSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order"
+#Sequence|MetaSequence.use_proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data"
+#Sequence|MetaSequence.use_proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from"
+#Sequence|MetaSequence.use_reverse_frames -> use_reverse_frames: boolean "Reverse frame order"
#+ * Sequence|MetaSequence.use_translation -> use_translation: boolean "Translate image before processing"
- + * Sequence|MovieSequence.animation_end_offset -> animation_offset_end: int "Animation end offset (trim end)"
- + * Sequence|MovieSequence.animation_start_offset -> animation_offset_start: int "Animation start offset (trim start)"
+#Sequence|MovieSequence.animation_offset_end -> animation_offset_end: int "Animation end offset (trim end)"
+#Sequence|MovieSequence.animation_offset_start -> animation_offset_start: int "Animation start offset (trim start)"
#+ * Sequence|MovieSequence.color_balance -> color_balance: pointer, "(read-only)"
- + * Sequence|MovieSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION"
+#Sequence|MovieSequence.color_multiply -> color_multiply: float "NO DESCRIPTION"
#+ * Sequence|MovieSequence.color_saturation -> color_saturation: float "NO DESCRIPTION"
#+ * Sequence|MovieSequence.crop -> crop: pointer, "(read-only)"
#+ * Sequence|MovieSequence.filepath -> filepath: string "NO DESCRIPTION"
@@ -3460,20 +3461,20 @@
#+ * Sequence|MovieSequence.transform -> transform: pointer, "(read-only)"
#+ * Sequence|MovieSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input"
#+ * Sequence|MovieSequence.use_crop -> use_crop: boolean "Crop image before processing"
- + * Sequence|MovieSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields"
- + * Sequence|MovieSequence.flip_x -> use_flip_x: boolean "Flip on the X axis"
- + * Sequence|MovieSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis"
- + * Sequence|MovieSequence.convert_float -> use_float: boolean "Convert input to float data"
- + * Sequence|MovieSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha"
+#Sequence|MovieSequence.use_deinterlace -> use_deinterlace: boolean "For video movies to remove fields"
+#Sequence|MovieSequence.use_flip_x -> use_flip_x: boolean "Flip on the X axis"
+#Sequence|MovieSequence.use_flip_y -> use_flip_y: boolean "Flip on the Y axis"
+#Sequence|MovieSequence.use_float -> use_float: boolean "Convert input to float data"
+#Sequence|MovieSequence.use_premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha"
#+ * Sequence|MovieSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip"
- + * Sequence|MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data"
- + * Sequence|MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from"
- + * Sequence|MovieSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order"
+#Sequence|MovieSequence.use_proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data"
+#Sequence|MovieSequence.use_proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from"
+#Sequence|MovieSequence.use_reverse_frames -> use_reverse_frames: boolean "Reverse frame order"
#+ * Sequence|MovieSequence.use_translation -> use_translation: boolean "Translate image before processing"
- + * Sequence|MulticamSequence.animation_end_offset -> animation_offset_end: int "Animation end offset (trim end)"
- + * Sequence|MulticamSequence.animation_start_offset -> animation_offset_start: int "Animation start offset (trim start)"
+#Sequence|MulticamSequence.animation_offset_end -> animation_offset_end: int "Animation end offset (trim end)"
+#Sequence|MulticamSequence.animation_offset_start -> animation_offset_start: int "Animation start offset (trim start)"
#+ * Sequence|MulticamSequence.color_balance -> color_balance: pointer, "(read-only)"
- + * Sequence|MulticamSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION"
+#Sequence|MulticamSequence.color_multiply -> color_multiply: float "NO DESCRIPTION"
#+ * Sequence|MulticamSequence.color_saturation -> color_saturation: float "NO DESCRIPTION"
#+ * Sequence|MulticamSequence.crop -> crop: pointer, "(read-only)"
#+ * Sequence|MulticamSequence.multicam_source -> multicam_source: int "NO DESCRIPTION"
@@ -3482,20 +3483,20 @@
#+ * Sequence|MulticamSequence.transform -> transform: pointer, "(read-only)"
#+ * Sequence|MulticamSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input"
#+ * Sequence|MulticamSequence.use_crop -> use_crop: boolean "Crop image before processing"
- + * Sequence|MulticamSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields"
- + * Sequence|MulticamSequence.flip_x -> use_flip_x: boolean "Flip on the X axis"
- + * Sequence|MulticamSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis"
- + * Sequence|MulticamSequence.convert_float -> use_float: boolean "Convert input to float data"
- + * Sequence|MulticamSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha"
+#Sequence|MulticamSequence.use_deinterlace -> use_deinterlace: boolean "For video movies to remove fields"
+#Sequence|MulticamSequence.use_flip_x -> use_flip_x: boolean "Flip on the X axis"
+#Sequence|MulticamSequence.use_flip_y -> use_flip_y: boolean "Flip on the Y axis"
+#Sequence|MulticamSequence.use_float -> use_float: boolean "Convert input to float data"
+#Sequence|MulticamSequence.use_premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha"
#+ * Sequence|MulticamSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip"
- + * Sequence|MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data"
- + * Sequence|MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from"
- + * Sequence|MulticamSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order"
+#Sequence|MulticamSequence.use_proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data"
+#Sequence|MulticamSequence.use_proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from"
+#Sequence|MulticamSequence.use_reverse_frames -> use_reverse_frames: boolean "Reverse frame order"
#+ * Sequence|MulticamSequence.use_translation -> use_translation: boolean "Translate image before processing"
- + * Sequence|SceneSequence.animation_end_offset -> animation_offset_end: int "Animation end offset (trim end)"
- + * Sequence|SceneSequence.animation_start_offset -> animation_offset_start: int "Animation start offset (trim start)"
+#Sequence|SceneSequence.animation_offset_end -> animation_offset_end: int "Animation end offset (trim end)"
+#Sequence|SceneSequence.animation_offset_start -> animation_offset_start: int "Animation start offset (trim start)"
#+ * Sequence|SceneSequence.color_balance -> color_balance: pointer, "(read-only)"
- + * Sequence|SceneSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION"
+#Sequence|SceneSequence.color_multiply -> color_multiply: float "NO DESCRIPTION"
#+ * Sequence|SceneSequence.color_saturation -> color_saturation: float "NO DESCRIPTION"
#+ * Sequence|SceneSequence.crop -> crop: pointer, "(read-only)"
#+ * Sequence|SceneSequence.proxy -> proxy: pointer, "(read-only)"
@@ -3505,18 +3506,18 @@
#+ * Sequence|SceneSequence.transform -> transform: pointer, "(read-only)"
#+ * Sequence|SceneSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input"
#+ * Sequence|SceneSequence.use_crop -> use_crop: boolean "Crop image before processing"
- + * Sequence|SceneSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields"
- + * Sequence|SceneSequence.flip_x -> use_flip_x: boolean "Flip on the X axis"
- + * Sequence|SceneSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis"
- + * Sequence|SceneSequence.convert_float -> use_float: boolean "Convert input to float data"
- + * Sequence|SceneSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha"
+#Sequence|SceneSequence.use_deinterlace -> use_deinterlace: boolean "For video movies to remove fields"
+#Sequence|SceneSequence.use_flip_x -> use_flip_x: boolean "Flip on the X axis"
+#Sequence|SceneSequence.use_flip_y -> use_flip_y: boolean "Flip on the Y axis"
+#Sequence|SceneSequence.use_float -> use_float: boolean "Convert input to float data"
+#Sequence|SceneSequence.use_premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha"
#+ * Sequence|SceneSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip"
- + * Sequence|SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data"
- + * Sequence|SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from"
- + * Sequence|SceneSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order"
+#Sequence|SceneSequence.use_proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data"
+#Sequence|SceneSequence.use_proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from"
+#Sequence|SceneSequence.use_reverse_frames -> use_reverse_frames: boolean "Reverse frame order"
#+ * Sequence|SceneSequence.use_translation -> use_translation: boolean "Translate image before processing"
- + * Sequence|SoundSequence.animation_end_offset -> animation_offset_end: int "Animation end offset (trim end)"
- + * Sequence|SoundSequence.animation_start_offset -> animation_offset_start: int "Animation start offset (trim start)"
+#Sequence|SoundSequence.animation_offset_end -> animation_offset_end: int "Animation end offset (trim end)"
+#Sequence|SoundSequence.animation_offset_start -> animation_offset_start: int "Animation start offset (trim start)"
#+ * Sequence|SoundSequence.attenuation -> attenuation: float "Attenuation in dezibel"
#+ * Sequence|SoundSequence.filepath -> filepath: string "NO DESCRIPTION"
#+ * Sequence|SoundSequence.sound -> sound: pointer, "(read-only) Sound datablock used by this sequence"
@@ -3540,25 +3541,25 @@
#TODO BETTER NAME * SmokeDomainSettings.alpha -> alpha: float "Higher value results in sinking smoke"
#+ * SmokeDomainSettings.amplify -> amplify: int "Enhance the resolution of smoke by this factor using noise"
#TODO BETTER NAME * SmokeDomainSettings.beta -> beta: float "Higher value results in faster rising smoke"
- + * SmokeDomainSettings.smoke_domain_colli -> collision_extents: enum "Selects which domain border will be treated as collision object."
+#SmokeDomainSettings.collision_extents -> collision_extents: enum "Selects which domain border will be treated as collision object."
#SmokeDomainSettings.collision_group -> collision_group: pointer "Limit collisions to this group"
#+ * SmokeDomainSettings.dissolve_speed -> dissolve_speed: int "Dissolve Speed"
#+ * SmokeDomainSettings.eff_group -> eff_group: pointer "Limit effectors to this group"
#+ * SmokeDomainSettings.effector_weights -> effector_weights: pointer, "(read-only)"
#+ * SmokeDomainSettings.fluid_group -> fluid_group: pointer "Limit fluid objects to this group"
#+ * SmokeDomainSettings.noise_type -> noise_type: enum "Noise method which is used for creating the high resolution"
- + * SmokeDomainSettings.smoke_cache_high_comp -> point_cache_compress_high_type: enum "Compression method to be used"
- + * SmokeDomainSettings.smoke_cache_comp -> point_cache_compress_type: enum "Compression method to be used"
+#SmokeDomainSettings.point_cache_compress_high_type -> point_cache_compress_high_type: enum "Compression method to be used"
+#SmokeDomainSettings.point_cache_compress_type -> point_cache_compress_type: enum "Compression method to be used"
#+ * SmokeDomainSettings.point_cache_high -> point_cache_high: pointer, "(read-only)"
#+ * SmokeDomainSettings.point_cache_low -> point_cache_low: pointer, "(read-only)"
- + * SmokeDomainSettings.maxres -> resolution_max: int "Maximal resolution used in the fluid domain"
+#SmokeDomainSettings.resolution_max -> resolution_max: int "Maximal resolution used in the fluid domain"
#SmokeDomainSettings.show_high_resolution -> show_high_resolution: boolean "Show high resolution (using amplification)"
- + * SmokeDomainSettings.smoothemitter -> smooth_emitter: boolean "Smoothens emitted smoke to avoid blockiness."
+#SmokeDomainSettings.smooth_emitter -> smooth_emitter: boolean "Smoothens emitted smoke to avoid blockiness."
#+ * SmokeDomainSettings.strength -> strength: float "Strength of wavelet noise"
#+ * SmokeDomainSettings.time_scale -> time_scale: float "Adjust simulation speed."
- + * 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"
- + * SmokeDomainSettings.highres -> use_high_resolution: boolean "Enable high resolution (using amplification)"
+#SmokeDomainSettings.use_dissolve_smoke -> use_dissolve_smoke: boolean "Enable smoke to disappear over time"
+#SmokeDomainSettings.use_dissolve_smoke_log -> use_dissolve_smoke_log: boolean "Using 1/x"
+#SmokeDomainSettings.use_high_resolution -> use_high_resolution: boolean "Enable high resolution (using amplification)"
#+ * SmokeDomainSettings.vorticity -> vorticity: float "Amount of turbulence/rotation in fluid."
#+ * SmokeFlowSettings.density -> density: float "NO DESCRIPTION"
#+ * SmokeFlowSettings.initial_velocity -> initial_velocity: boolean "Smoke inherits its velocity from the emitter particle"
@@ -3572,12 +3573,12 @@
#+ * SoftBodySettings.ball_damp -> ball_damp: float "Blending to inelastic collision"
#+ * SoftBodySettings.ball_size -> ball_size: float "Absolute ball size or factor if not manual adjusted"
#+ * SoftBodySettings.ball_stiff -> ball_stiff: float "Ball inflating pressure"
- + * SoftBodySettings.bending -> bend: float "Bending Stiffness"
+#SoftBodySettings.bend -> bend: float "Bending Stiffness"
#+ * SoftBodySettings.choke -> choke: int "Viscosity inside collision target"
#+ * SoftBodySettings.collision_type -> collision_type: enum "Choose Collision Type"
+ * SoftBodySettings.damp -> damping: float "Edge spring friction"
#+ * SoftBodySettings.effector_weights -> effector_weights: pointer, "(read-only)"
- + * SoftBodySettings.error_limit -> error_threshold: float "The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed"
+#SoftBodySettings.error_threshold -> error_threshold: float "The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed"
#+ * SoftBodySettings.friction -> friction: float "General media friction for point movements"
#+ * SoftBodySettings.fuzzy -> fuzzy: int "Fuzziness while on collision, high values make collsion handling faster but less stable"
#+ * SoftBodySettings.goal_default -> goal_default: float "Default Goal (vertex target position) value, when no Vertex Group used"
@@ -3587,29 +3588,29 @@
#+ * SoftBodySettings.goal_spring -> goal_spring: float "Goal (vertex target position) spring stiffness"
#+ * SoftBodySettings.goal_vertex_group -> goal_vertex_group: string "Control point weight values"
#+ * SoftBodySettings.gravity -> gravity: float "Apply gravitation to point movement"
- + * SoftBodySettings.lcom -> location_mass_center: float[3] "Location of Center of mass"
+#SoftBodySettings.location_mass_center -> location_mass_center: float[3] "Location of Center of mass"
#+ * SoftBodySettings.mass -> mass: float "General Mass value"
#+ * SoftBodySettings.mass_vertex_group -> mass_vertex_group: string "Control point mass values"
#+ * 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"
- + * SoftBodySettings.lrot -> rotation_estimate: float[9] "Estimated rotation matrix"
- + * SoftBodySettings.lscale -> scale_estimate: float[9] "Estimated scale matrix"
+#SoftBodySettings.rotation_estimate -> rotation_estimate: float[9] "Estimated rotation matrix"
+#SoftBodySettings.scale_estimate -> scale_estimate: float[9] "Estimated scale matrix"
#+ * SoftBodySettings.shear -> shear: float "Shear Stiffness"
#+ * SoftBodySettings.speed -> speed: float "Tweak timing for physics to control frequency and speed"
#+ * SoftBodySettings.spring_length -> spring_length: float "Alter spring length to shrink/blow up (unit %) 0 to disable"
#+ * SoftBodySettings.spring_vertex_group -> spring_vertex_group: string "Control point spring strength values"
- + * SoftBodySettings.maxstep -> step_max: int "Maximal # solver steps/frame"
- + * SoftBodySettings.minstep -> step_min: int "Minimal # solver steps/frame"
+#SoftBodySettings.step_max -> step_max: int "Maximal # solver steps/frame"
+#SoftBodySettings.step_min -> step_min: int "Minimal # solver steps/frame"
#SoftBodySettings.use_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"
+#SoftBodySettings.use_diagnose -> use_diagnose: boolean "Turn on SB diagnose console prints"
+#SoftBodySettings.use_edge_collision -> use_edge_collision: boolean "Edges collide too"
#+ * SoftBodySettings.use_edges -> use_edges: boolean "Use Edges as springs"
- + * SoftBodySettings.estimate_matrix -> use_estimate_matrix: boolean "estimate matrix .. split to COM , ROT ,SCALE"
- + * SoftBodySettings.face_collision -> use_face_collision: boolean "Faces collide too, can be very slow"
+#SoftBodySettings.use_estimate_matrix -> use_estimate_matrix: boolean "estimate matrix .. split to COM , ROT ,SCALE"
+#SoftBodySettings.use_face_collision -> use_face_collision: boolean "Faces collide too, can be very slow"
#+ * SoftBodySettings.use_goal -> use_goal: boolean "Define forces for vertices to stick to animated position"
- + * SoftBodySettings.self_collision -> use_self_collision: boolean "Enable naive vertex ball self collision"
- + * SoftBodySettings.stiff_quads -> use_stiff_quads: boolean "Adds diagonal springs on 4-gons"
+#SoftBodySettings.use_self_collision -> use_self_collision: boolean "Enable naive vertex ball self collision"
+#SoftBodySettings.use_stiff_quads -> use_stiff_quads: boolean "Adds diagonal springs on 4-gons"
#+ * Space.type -> type: enum, "(read-only) Space data type"
#+ * SpaceUVEditor.cursor_location -> cursor_location: float[2] "2D cursor location for this view"
#+ * SpaceUVEditor.draw_stretch_type -> draw_stretch_type: enum "Type of stretch to draw"
@@ -3829,20 +3830,20 @@
#+ * Struct.nested -> nested: pointer, "(read-only) Struct in which this struct is always nested, and to which it logically belongs"
#+ * Struct.properties -> properties: collection, "(read-only) Properties in the struct"
#+ * TexMapping.location -> location: float[3] "NO DESCRIPTION"
- + * TexMapping.maximum -> max: float[3] "Maximum value for clipping"
- + * TexMapping.minimum -> min: float[3] "Minimum value for clipping"
+#TexMapping.max -> max: float[3] "Maximum value for clipping"
+#TexMapping.min -> min: float[3] "Minimum value for clipping"
#+ * TexMapping.rotation -> rotation: float[3] "NO DESCRIPTION"
#+ * TexMapping.scale -> scale: float[3] "NO DESCRIPTION"
- + * TexMapping.has_maximum -> use_max: boolean "Whether to use maximum clipping value"
- + * TexMapping.has_minimum -> use_min: boolean "Whether to use minimum clipping value"
+#TexMapping.use_max -> use_max: boolean "Whether to use maximum clipping value"
+#TexMapping.use_min -> use_min: boolean "Whether to use minimum clipping value"
#+ * TextBox.height -> height: float "NO DESCRIPTION"
#+ * TextBox.width -> width: float "NO DESCRIPTION"
#+ * TextBox.x -> x: float "NO DESCRIPTION"
#+ * TextBox.y -> y: float "NO DESCRIPTION"
- + * TextCharacterFormat.bold -> use_bold: boolean "NO DESCRIPTION"
- + * TextCharacterFormat.italic -> use_italic: boolean "NO DESCRIPTION"
+#TextCharacterFormat.use_bold -> use_bold: boolean "NO DESCRIPTION"
+#TextCharacterFormat.use_italic -> use_italic: boolean "NO DESCRIPTION"
#+ * TextCharacterFormat.use_small_caps -> use_small_caps: boolean "NO DESCRIPTION"
- + * TextCharacterFormat.underline -> use_underline: boolean "NO DESCRIPTION"
+#TextCharacterFormat.use_underline -> use_underline: boolean "NO DESCRIPTION"
#+ * TextLine.body -> body: string "Text in the line"
#TextMarker.character_index_end -> character_index_end: int, "(read-only) Start position of the marker in the line"
#TextMarker.character_index_start -> character_index_start: int, "(read-only) Start position of the marker in the line"
@@ -3860,78 +3861,78 @@
#+ * TextureSlot.output_node -> output_node: enum "Which output node to use, for node-based textures"
+ * TextureSlot.size -> scale: float[3] "Sets scaling for the textures X, Y and Z sizes"
#+ * TextureSlot.texture -> texture: pointer "Texture datablock used by this texture slot"
- + * 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"
+#TextureSlot.use_rgb_to_intensity -> use_rgb_to_intensity: boolean "Converts texture RGB values to intensity (gray) values"
+#TextureSlot.use_stencil -> use_stencil: boolean "Use this texture as a blending value on the next texture"
#+ * TextureSlot|BrushTextureSlot.angle -> angle: float "Defines brush texture rotation"
#+ * TextureSlot|BrushTextureSlot.map_mode -> map_mode: enum "NO DESCRIPTION"
#+ * TextureSlot|LampTextureSlot.color_factor -> color_factor: float "Amount texture affects color values"
#+ * TextureSlot|LampTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates"
#+ * TextureSlot|LampTextureSlot.shadow_factor -> shadow_factor: float "Amount texture affects shadow"
- + * TextureSlot|LampTextureSlot.texture_coordinates -> texture_coords: enum "NO DESCRIPTION"
- + * TextureSlot|LampTextureSlot.map_color -> use_map_color: boolean "Lets the texture affect the basic color of the lamp"
- + * TextureSlot|LampTextureSlot.map_shadow -> use_map_shadow: boolean "Lets the texture affect the shadow color of the lamp"
+#TextureSlot|LampTextureSlot.texture_coords -> texture_coords: enum "NO DESCRIPTION"
+#TextureSlot|LampTextureSlot.use_map_color -> use_map_color: boolean "Lets the texture affect the basic color of the lamp"
+#TextureSlot|LampTextureSlot.use_map_shadow -> use_map_shadow: boolean "Lets the texture affect the shadow color of the lamp"
#+ * TextureSlot|MaterialTextureSlot.alpha_factor -> alpha_factor: float "Amount texture affects alpha"
#+ * TextureSlot|MaterialTextureSlot.ambient_factor -> ambient_factor: float "Amount texture affects ambient"
- + * TextureSlot|MaterialTextureSlot.coloremission_factor -> color_emission_factor: float "Amount texture affects emission color"
+#TextureSlot|MaterialTextureSlot.color_emission_factor -> color_emission_factor: float "Amount texture affects emission color"
#+ * TextureSlot|MaterialTextureSlot.density_factor -> density_factor: float "Amount texture affects density"
- + * TextureSlot|MaterialTextureSlot.colordiff_factor -> diffuse_color_factor: float "Amount texture affects diffuse color"
+#TextureSlot|MaterialTextureSlot.diffuse_color_factor -> diffuse_color_factor: float "Amount texture affects diffuse color"
#+ * TextureSlot|MaterialTextureSlot.diffuse_factor -> diffuse_factor: float "Amount texture affects diffuse reflectivity"
#+ * TextureSlot|MaterialTextureSlot.displacement_factor -> displacement_factor: float "Amount texture displaces the surface"
#+ * TextureSlot|MaterialTextureSlot.emission_factor -> emission_factor: float "Amount texture affects emission"
#+ * TextureSlot|MaterialTextureSlot.emit_factor -> emit_factor: float "Amount texture affects emission"
#+ * TextureSlot|MaterialTextureSlot.hardness_factor -> hardness_factor: float "Amount texture affects hardness"
#+ * TextureSlot|MaterialTextureSlot.mapping -> mapping: enum "NO DESCRIPTION"
- + * TextureSlot|MaterialTextureSlot.x_mapping -> mapping_x: enum "NO DESCRIPTION"
- + * TextureSlot|MaterialTextureSlot.y_mapping -> mapping_y: enum "NO DESCRIPTION"
- + * TextureSlot|MaterialTextureSlot.z_mapping -> mapping_z: enum "NO DESCRIPTION"
+#TextureSlot|MaterialTextureSlot.mapping_x -> mapping_x: enum "NO DESCRIPTION"
+#TextureSlot|MaterialTextureSlot.mapping_y -> mapping_y: enum "NO DESCRIPTION"
+#TextureSlot|MaterialTextureSlot.mapping_z -> mapping_z: enum "NO DESCRIPTION"
#+ * TextureSlot|MaterialTextureSlot.mirror_factor -> mirror_factor: float "Amount texture affects mirror color"
#+ * TextureSlot|MaterialTextureSlot.normal_factor -> normal_factor: float "Amount texture affects normal values"
#+ * TextureSlot|MaterialTextureSlot.normal_map_space -> normal_map_space: enum "NO DESCRIPTION"
#+ * TextureSlot|MaterialTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates"
#+ * TextureSlot|MaterialTextureSlot.raymir_factor -> raymir_factor: float "Amount texture affects ray mirror"
- + * TextureSlot|MaterialTextureSlot.colorreflection_factor -> reflection_color_factor: float "Amount texture affects color of out-scattered light"
+#TextureSlot|MaterialTextureSlot.reflection_color_factor -> reflection_color_factor: float "Amount texture affects color of out-scattered light"
#+ * TextureSlot|MaterialTextureSlot.reflection_factor -> reflection_factor: float "Amount texture affects brightness of out-scattered light"
#+ * TextureSlot|MaterialTextureSlot.scattering_factor -> scattering_factor: float "Amount texture affects scattering"
- + * TextureSlot|MaterialTextureSlot.colorspec_factor -> specular_color_factor: float "Amount texture affects specular color"
+#TextureSlot|MaterialTextureSlot.specular_color_factor -> specular_color_factor: float "Amount texture affects specular color"
#+ * TextureSlot|MaterialTextureSlot.specular_factor -> specular_factor: float "Amount texture affects specular reflectivity"
- + * TextureSlot|MaterialTextureSlot.texture_coordinates -> texture_coords: enum "NO DESCRIPTION"
+#TextureSlot|MaterialTextureSlot.texture_coords -> texture_coords: enum "NO DESCRIPTION"
#+ * TextureSlot|MaterialTextureSlot.translucency_factor -> translucency_factor: float "Amount texture affects translucency"
- + * TextureSlot|MaterialTextureSlot.colortransmission_factor -> transmission_color_factor: float "Amount texture affects result color after light has been scattered/absorbed"
+#TextureSlot|MaterialTextureSlot.transmission_color_factor -> transmission_color_factor: float "Amount texture affects result color after light has been scattered/absorbed"
#+ * TextureSlot|MaterialTextureSlot.use -> use: boolean "Enable this material texture slot"
- + * TextureSlot|MaterialTextureSlot.from_dupli -> use_from_dupli: boolean "Duplis instanced from verts, faces or particles, inherit texture coordinate from their parent"
- + * TextureSlot|MaterialTextureSlot.from_original -> use_from_original: boolean "Duplis derive their object coordinates from the original objects transformation"
- + * TextureSlot|MaterialTextureSlot.map_alpha -> use_map_alpha: boolean "Causes the texture to affect the alpha value"
- + * TextureSlot|MaterialTextureSlot.map_ambient -> use_map_ambient: boolean "Causes the texture to affect the value of ambient"
- + * TextureSlot|MaterialTextureSlot.map_colordiff -> use_map_color_diff: boolean "Causes the texture to affect basic color of the material"
- + * TextureSlot|MaterialTextureSlot.map_coloremission -> use_map_color_emission: boolean "Causes the texture to affect the color of emission"
- + * TextureSlot|MaterialTextureSlot.map_colorreflection -> use_map_color_reflection: boolean "Causes the texture to affect the color of scattered light"
- + * TextureSlot|MaterialTextureSlot.map_colorspec -> use_map_color_spec: boolean "Causes the texture to affect the specularity color"
- + * TextureSlot|MaterialTextureSlot.map_colortransmission -> use_map_color_transmission: boolean "Causes the texture to affect the result color after other light has been scattered/absorbed"
- + * TextureSlot|MaterialTextureSlot.map_density -> use_map_density: boolean "Causes the texture to affect the volumes density"
- + * TextureSlot|MaterialTextureSlot.map_diffuse -> use_map_diffuse: boolean "Causes the texture to affect the value of the materials diffuse reflectivity"
- + * TextureSlot|MaterialTextureSlot.map_displacement -> use_map_displacement: boolean "Let the texture displace the surface"
- + * TextureSlot|MaterialTextureSlot.map_emission -> use_map_emission: boolean "Causes the texture to affect the volumes emission"
- + * TextureSlot|MaterialTextureSlot.map_emit -> use_map_emit: boolean "Causes the texture to affect the emit value"
- + * TextureSlot|MaterialTextureSlot.map_hardness -> use_map_hardness: boolean "Causes the texture to affect the hardness value"
- + * TextureSlot|MaterialTextureSlot.map_mirror -> use_map_mirror: boolean "Causes the texture to affect the mirror color"
- + * TextureSlot|MaterialTextureSlot.map_normal -> use_map_normal: boolean "Causes the texture to affect the rendered normal"
- + * TextureSlot|MaterialTextureSlot.map_raymir -> use_map_raymir: boolean "Causes the texture to affect the ray-mirror value"
- + * TextureSlot|MaterialTextureSlot.map_reflection -> use_map_reflect: boolean "Causes the texture to affect the reflected lights brightness"
- + * TextureSlot|MaterialTextureSlot.map_scattering -> use_map_scatter: boolean "Causes the texture to affect the volumes scattering"
- + * TextureSlot|MaterialTextureSlot.map_specular -> use_map_specular: boolean "Causes the texture to affect the value of specular reflectivity"
- + * TextureSlot|MaterialTextureSlot.map_translucency -> use_map_translucency: boolean "Causes the texture to affect the translucency value"
- + * TextureSlot|MaterialTextureSlot.map_warp -> use_map_warp: boolean "Let the texture warp texture coordinates of next channels"
+#TextureSlot|MaterialTextureSlot.use_from_dupli -> use_from_dupli: boolean "Duplis instanced from verts, faces or particles, inherit texture coordinate from their parent"
+#TextureSlot|MaterialTextureSlot.use_from_original -> use_from_original: boolean "Duplis derive their object coordinates from the original objects transformation"
+#TextureSlot|MaterialTextureSlot.use_map_alpha -> use_map_alpha: boolean "Causes the texture to affect the alpha value"
+#TextureSlot|MaterialTextureSlot.use_map_ambient -> use_map_ambient: boolean "Causes the texture to affect the value of ambient"
+#TextureSlot|MaterialTextureSlot.use_map_color_diffuse -> use_map_color_diffuse: boolean "Causes the texture to affect basic color of the material"
+#TextureSlot|MaterialTextureSlot.use_map_color_emission -> use_map_color_emission: boolean "Causes the texture to affect the color of emission"
+#TextureSlot|MaterialTextureSlot.use_map_color_reflection -> use_map_color_reflection: boolean "Causes the texture to affect the color of scattered light"
+#TextureSlot|MaterialTextureSlot.use_map_color_spec -> use_map_color_spec: boolean "Causes the texture to affect the specularity color"
+#TextureSlot|MaterialTextureSlot.use_map_color_transmission -> use_map_color_transmission: boolean "Causes the texture to affect the result color after other light has been scattered/absorbed"
+#TextureSlot|MaterialTextureSlot.use_map_density -> use_map_density: boolean "Causes the texture to affect the volumes density"
+#TextureSlot|MaterialTextureSlot.use_map_diffuse -> use_map_diffuse: boolean "Causes the texture to affect the value of the materials diffuse reflectivity"
+#TextureSlot|MaterialTextureSlot.use_map_displacement -> use_map_displacement: boolean "Let the texture displace the surface"
+#TextureSlot|MaterialTextureSlot.use_map_emission -> use_map_emission: boolean "Causes the texture to affect the volumes emission"
+#TextureSlot|MaterialTextureSlot.use_map_emit -> use_map_emit: boolean "Causes the texture to affect the emit value"
+#TextureSlot|MaterialTextureSlot.use_map_hardness -> use_map_hardness: boolean "Causes the texture to affect the hardness value"
+#TextureSlot|MaterialTextureSlot.use_map_mirror -> use_map_mirror: boolean "Causes the texture to affect the mirror color"
+#TextureSlot|MaterialTextureSlot.use_map_normal -> use_map_normal: boolean "Causes the texture to affect the rendered normal"
+#TextureSlot|MaterialTextureSlot.use_map_raymir -> use_map_raymir: boolean "Causes the texture to affect the ray-mirror value"
+#TextureSlot|MaterialTextureSlot.use_map_reflect -> use_map_reflect: boolean "Causes the texture to affect the reflected lights brightness"
+#TextureSlot|MaterialTextureSlot.use_map_scatter -> use_map_scatter: boolean "Causes the texture to affect the volumes scattering"
+#TextureSlot|MaterialTextureSlot.use_map_specular -> use_map_specular: boolean "Causes the texture to affect the value of specular reflectivity"
+#TextureSlot|MaterialTextureSlot.use_map_translucency -> use_map_translucency: boolean "Causes the texture to affect the translucency value"
+#TextureSlot|MaterialTextureSlot.use_map_warp -> use_map_warp: boolean "Let the texture warp texture coordinates of next channels"
#TextureSlot|MaterialTextureSlot.use_old_bump -> use_old_bump: boolean "Use old bump mapping (backwards compatibility option)"
#+ * TextureSlot|MaterialTextureSlot.uv_layer -> uv_layer: string "UV layer to use for mapping with UV texture coordinates"
#+ * TextureSlot|MaterialTextureSlot.warp_factor -> warp_factor: float "Amount texture affects texture coordinates of next channels"
#+ * TextureSlot|WorldTextureSlot.blend_factor -> blend_factor: float "Amount texture affects color progression of the background"
#+ * TextureSlot|WorldTextureSlot.horizon_factor -> horizon_factor: float "Amount texture affects color of the horizon"
#+ * TextureSlot|WorldTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates"
- + * TextureSlot|WorldTextureSlot.texture_coordinates -> texture_coords: enum "Texture coordinates used to map the texture onto the background"
- + * TextureSlot|WorldTextureSlot.map_blend -> use_map_blend: boolean "Affect the color progression of the background"
- + * TextureSlot|WorldTextureSlot.map_horizon -> use_map_horizon: boolean "Affect the color of the horizon"
- + * TextureSlot|WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean "Affect the color of the zenith below"
- + * TextureSlot|WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean "Affect the color of the zenith above"
+#TextureSlot|WorldTextureSlot.texture_coords -> texture_coords: enum "Texture coordinates used to map the texture onto the background"
+#TextureSlot|WorldTextureSlot.use_map_blend -> use_map_blend: boolean "Affect the color progression of the background"
+#TextureSlot|WorldTextureSlot.use_map_horizon -> use_map_horizon: boolean "Affect the color of the horizon"
+#TextureSlot|WorldTextureSlot.use_map_zenith_down -> use_map_zenith_down: boolean "Affect the color of the zenith below"
+#TextureSlot|WorldTextureSlot.use_map_zenith_up -> use_map_zenith_up: boolean "Affect the color of the zenith above"
#+ * TextureSlot|WorldTextureSlot.zenith_down_factor -> zenith_down_factor: float "Amount texture affects color of the zenith below"
#+ * TextureSlot|WorldTextureSlot.zenith_up_factor -> zenith_up_factor: float "Amount texture affects color of the zenith above"
#+ * Theme.bone_color_sets -> bone_color_sets: collection, "(read-only)"
@@ -4568,23 +4569,23 @@
#+ * VoxelData.domain_object -> domain_object: pointer "Object used as the smoke simulation domain"
#+ * VoxelData.extension -> extension: enum "Sets how the texture is extrapolated past its original bounds"
#+ * VoxelData.file_format -> file_format: enum "Format of the source data set to render"
- + * VoxelData.source_path -> filepath: string "The external source data file to use"
+#VoxelData.filepath -> filepath: string "The external source data file to use"
#+ * VoxelData.intensity -> intensity: float "Multiplier for intensity values"
#+ * VoxelData.interpolation -> interpolation: enum "Method to interpolate/smooth values between voxel cells"
#+ * VoxelData.resolution -> resolution: int[3] "Resolution of the voxel grid"
#+ * VoxelData.smoke_data_type -> smoke_data_type: enum "Simulation value to be used as a texture"
- + * VoxelData.still_frame_number -> still_frame: int "The frame number to always use"
+#VoxelData.still_frame -> still_frame: int "The frame number to always use"
+ * VoxelData.still -> use_still_frame: boolean "Always render a still frame from the voxel data sequence"
#+ * Window.screen -> screen: pointer "Active screen showing in the window"
#+ * WorldLighting.adapt_to_speed -> adapt_to_speed: float "Use the speed vector pass to reduce AO samples in fast moving pixels. Higher values result in more aggressive sample reduction. Requires Vec pass enabled (for Raytrace Adaptive QMC)"
- + * WorldLighting.ao_blend_mode -> ao_blend_type: enum "Defines how AO mixes with material shading"
+#WorldLighting.ao_blend_type -> ao_blend_type: enum "Defines how AO mixes with material shading"
#+ * WorldLighting.ao_factor -> ao_factor: float "Factor for ambient occlusion blending"
#+ * WorldLighting.bias -> bias: float "Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered)"
#+ * WorldLighting.correction -> correction: float "Ad-hoc correction for over-occlusion due to the approximation (for Approximate)"
#+ * WorldLighting.distance -> distance: float "Length of rays, defines how far away other faces give occlusion effect"
#+ * WorldLighting.environment_color -> environment_color: enum "Defines where the color of the environment light comes from"
#+ * WorldLighting.environment_energy -> environment_energy: float "Defines the strength of environment light"
- + * WorldLighting.error_tolerance -> error_threshold: float "Low values are slower and higher quality (for Approximate)"
+#WorldLighting.error_threshold -> error_threshold: float "Low values are slower and higher quality (for Approximate)"
#+ * WorldLighting.falloff_strength -> falloff_strength: float "Distance attenuation factor, the higher, the shorter the shadows"
#+ * WorldLighting.gather_method -> gather_method: enum "NO DESCRIPTION"
#+ * WorldLighting.indirect_bounces -> indirect_bounces: int "Number of indirect diffuse light bounces to use for approximate ambient occlusion"
@@ -4593,11 +4594,11 @@
#+ * WorldLighting.sample_method -> sample_method: enum "Method for generating shadow samples (for Raytrace)"
#+ * WorldLighting.samples -> samples: int "Amount of ray samples. Higher values give smoother results and longer rendering times"
#+ * WorldLighting.threshold -> threshold: float "Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC)"
- + * WorldLighting.use_ambient_occlusion -> use_ambient_occlusion: boolean "Use Ambient Occlusion to add shadowing based on distance between objects"
- + * WorldLighting.pixel_cache -> use_cache: boolean "Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)"
- + * WorldLighting.use_environment_lighting -> use_environment_light: boolean "Add light coming from the environment"
+#+ * WorldLighting.use_ambient_occlusion -> use_ambient_occlusion: boolean "Use Ambient Occlusion to add shadowing based on distance between objects"
+#WorldLighting.use_cache -> use_cache: boolean "Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)"
+#WorldLighting.use_environment_light -> use_environment_light: boolean "Add light coming from the environment"
+ * WorldLighting.falloff -> use_falloff: boolean "NO DESCRIPTION"
- + * WorldLighting.use_indirect_lighting -> use_indirect_light: boolean "Add indirect light bouncing of surrounding objects"
+#WorldLighting.use_indirect_light -> use_indirect_light: boolean "Add indirect light bouncing of surrounding objects"
#+ * WorldMistSettings.depth -> depth: float "The distance over which the mist effect fades in"
#+ * WorldMistSettings.falloff -> falloff: enum "Type of transition used to fade mist"
#+ * WorldMistSettings.height -> height: float "Control how much mist density decreases with height"
@@ -4605,7 +4606,7 @@
#+ * WorldMistSettings.start -> start: float "Starting distance of the mist, measured from the camera"
#+ * WorldMistSettings.use_mist -> use_mist: boolean "Occlude objects with the environment color as they are further away"
#+ * WorldStarsSettings.average_separation -> average_separation: float "Average distance between any two stars"
- + * WorldStarsSettings.color_randomization -> color_random: float "Randomize star colors"
- + * WorldStarsSettings.min_distance -> distance_min: float "Minimum distance to the camera for stars"
+#WorldStarsSettings.color_random -> color_random: float "Randomize star colors"
+#WorldStarsSettings.distance_min -> distance_min: float "Minimum distance to the camera for stars"
#+ * WorldStarsSettings.size -> size: float "Average screen dimension of stars"
#+ * WorldStarsSettings.use_stars -> use_stars: boolean "Enable starfield generation"