diff options
author | Campbell Barton <ideasman42@gmail.com> | 2010-08-18 11:14:10 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2010-08-18 11:14:10 +0400 |
commit | 7da5d9faec9f6ad170c5c77fe9b59deba6a2acab (patch) | |
tree | 77b65c193c362a2cb176a3283a7f05aaafb744db /source/blender/makesrna/rna_cleanup | |
parent | 54e6ea70c03330a1e083ded36053ab4140880af3 (diff) |
rna renaming, still only adjusting properties that wont be animated (at least its very unlikely).
Diffstat (limited to 'source/blender/makesrna/rna_cleanup')
-rw-r--r-- | source/blender/makesrna/rna_cleanup/rna_properties.txt | 430 |
1 files changed, 215 insertions, 215 deletions
diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt index b463cd9cc30..ce575d0bd73 100644 --- a/source/blender/makesrna/rna_cleanup/rna_properties.txt +++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt @@ -174,12 +174,12 @@ #Actuator|VisibilityActuator.use_visible -> use_visible: boolean "Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)" #+ * Addon.module -> module: string "Module name" #+ * AnimData.action -> action: pointer "Active Action for this datablock" - + * AnimData.action_blending -> action_blend_type: enum "Method used for combining Active Actions result with result of NLA stack" +#AnimData.action_blend_type -> action_blend_type: enum "Method used for combining Active Actions result with result of NLA stack" #+ * AnimData.action_extrapolation -> action_extrapolation: enum "Action to take for gaps past the Active Actions range (when evaluating with NLA)" #+ * AnimData.action_influence -> action_influence: float "Amount the Active Action contributes to the result of the NLA stack" #+ * AnimData.drivers -> drivers: collection, "(read-only) The Drivers/Expressions for this datablock" #+ * AnimData.nla_tracks -> nla_tracks: collection, "(read-only) NLA Tracks (i.e. Animation Layers)" - + * AnimData.nla_enabled -> use_nla: boolean "NLA stack is evaluated when evaluating this block" +#AnimData.use_nla -> use_nla: boolean "NLA stack is evaluated when evaluating this block" + * AnimViz.motion_paths -> motion_path: pointer, "(read-only) Motion Path settings for visualisation" + * AnimViz.onion_skinning -> 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" @@ -230,8 +230,8 @@ #+ * BlenderRNA.structs -> structs: collection, "(read-only)" #+ * BoidRule.name -> name: string "Boid rule name" #+ * BoidRule.type -> type: enum, "(read-only)" - + * BoidRule.in_air -> use_in_air: boolean "Use rule when boid is flying" - + * BoidRule.on_land -> use_on_land: boolean "Use rule when boid is on land" +#BoidRule.use_in_air -> use_in_air: boolean "Use rule when boid is flying" +#BoidRule.use_on_land -> use_on_land: boolean "Use rule when boid is on land" #+ * BoidRule|BoidRuleAverageSpeed.level -> level: float "How much velocitys z-component is kept constant" #+ * BoidRule|BoidRuleAverageSpeed.speed -> speed: float "Percentage of maximum speed" #+ * BoidRule|BoidRuleAverageSpeed.wander -> wander: float "How fast velocitys direction is randomized" @@ -357,7 +357,7 @@ #+ * 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.enabled -> use: boolean "Enable this objects as a collider for physics systems" +#+ * CollisionSettings.use -> use: boolean "Enable this objects as a collider for physics systems" + * CollisionSettings.kill_particles -> use_particle_kill: boolean "Kill collided particles" #+ * ColorRamp.elements -> elements: collection, "(read-only)" #+ * ColorRamp.interpolation -> interpolation: enum "NO DESCRIPTION" @@ -371,7 +371,7 @@ #+ * 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.disabled -> is_valid: boolean, "(read-only) Constraint has invalid settings and will not be evaluated" - +NEGATE * Constraint.enabled -> mute: boolean "Enable/Disable Constraint" +#+ * Constraint.mute -> mute: boolean "Enable/Disable Constraint" #+ * Constraint.name -> name: string "Constraint name" #+ * Constraint.owner_space -> owner_space: enum "Space that owner is evaluated in" #Constraint.show_expanded -> show_expanded: boolean "Constraints panel is expanded in UI" @@ -537,7 +537,7 @@ #+ * Constraint|RigidBodyJointConstraint.pivot_z -> pivot_z: float "Offset pivot on Z" #Constraint|RigidBodyJointConstraint.show_pivot -> show_pivot: boolean "Display the pivot point and rotation in 3D view" #+ * Constraint|RigidBodyJointConstraint.target -> target: pointer "Target Object" - +NEGATE * Constraint|RigidBodyJointConstraint.disable_linked_collision -> use_linked_collision: boolean "Disable collision between linked bodies" +#Constraint|RigidBodyJointConstraint.use_linked_collision -> use_linked_collision: boolean "Disable collision between linked bodies" #+ * Constraint|ShrinkwrapConstraint.distance -> distance: float "Distance to Target" #+ * Constraint|ShrinkwrapConstraint.shrinkwrap_type -> shrinkwrap_type: enum "Selects type of shrinkwrap algorithm for target position" #+ * Constraint|ShrinkwrapConstraint.target -> target: pointer "Target Object" @@ -618,10 +618,10 @@ #+ * CurveMapping.clip_min_x -> clip_min_x: float "NO DESCRIPTION" #+ * CurveMapping.clip_min_y -> clip_min_y: float "NO DESCRIPTION" #+ * CurveMapping.curves -> curves: collection, "(read-only)" - + * CurveMapping.clip -> use_clip: boolean "Force the curve view to fit a defined boundary" +#CurveMapping.use_clip -> use_clip: boolean "Force the curve view to fit a defined boundary" #+ * CurveMapping.white_level -> white_level: float[3] "For RGB curves, the color that white is mapped to" #TODO MOVE TO COLLECTION * CurveSplines.active -> active: pointer "Active curve spline" - + * DopeSheet.filtering_group -> filter_group: pointer "Group that included Object should be a member of" +#DopeSheet.filter_group -> filter_group: pointer "Group that included Object should be a member of" #DopeSheet.show_armatures -> show_armatures: boolean "Include visualization of Armature related Animation data" #DopeSheet.show_cameras -> show_cameras: boolean "Include visualization of Camera related Animation data" #DopeSheet.show_curves -> show_curves: boolean "Include visualization of Curve related Animation data" @@ -644,7 +644,7 @@ #DopeSheet.show_worlds -> show_worlds: boolean "Include visualization of World related Animation data" #+ * DopeSheet.source -> source: pointer, "(read-only) ID-Block representing source data, currently ID_SCE (for Dopesheet), and ID_SC (for Grease Pencil)" #+ * Driver.expression -> expression: string "Expression to use for Scripted Expression" - +NEGATE * Driver.invalid -> is_valid: boolean "Driver could not be evaluated in past, so should be skipped" +#Driver.is_valid -> is_valid: boolean "Driver could not be evaluated in past, so should be skipped" #+ * Driver.show_debug_info -> show_debug_info: boolean "Show intermediate values for the driver calculations to allow debugging of drivers" #+ * Driver.type -> type: enum "Driver type" #+ * Driver.variables -> variables: collection, "(read-only) Properties acting as inputs for this driver" @@ -738,25 +738,25 @@ #+ * FCurve.extrapolation -> extrapolation: enum "NO DESCRIPTION" #+ * FCurve.group -> group: pointer "Action Group that this F-Curve belongs to" #+ * FCurve.hide -> hide: boolean "F-Curve and its keyframes are hidden in the Graph Editor graphs" - + * FCurve.enabled -> is_valid: boolean "False when F-Curve could not be evaluated in past, so should be skipped when evaluating" +#+ * FCurve.is_valid -> is_valid: boolean "False when F-Curve could not be evaluated in past, so should be skipped when evaluating" #+ * FCurve.keyframe_points -> keyframe_points: collection, "(read-only) User-editable keyframes" #+ * FCurve.lock -> lock: boolean "F-Curves settings cannot be edited" #+ * FCurve.modifiers -> modifiers: collection, "(read-only) Modifiers affecting the shape of the F-Curve" #+ * FCurve.mute -> mute: boolean "F-Curve is not evaluated" #+ * FCurve.sampled_points -> sampled_points: collection, "(read-only) Sampled animation data" #+ * FCurve.select -> select: boolean "F-Curve is selected for editing" - + * FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean "All auto-handles for F-Curve are clamped" +#+ * FCurve.use_auto_handle_clamp -> use_auto_handle_clamp: boolean "All auto-handles for F-Curve are clamped" #+ * FCurveModifiers.active -> active: pointer "Active F-Curve Modifier" #+ * FCurveSample.co -> co: float[2] "Point coordinates" #+ * FCurveSample.select -> select: boolean "Selection status" #REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one being edited" +#FModifier.is_valid -> is_valid: boolean, "(read-only) F-Curve Modifier has invalid settings and will not be evaluated" #+ * FModifier.mute -> mute: boolean "F-Curve Modifier will not be evaluated" #FModifier.show_expanded -> show_expanded: boolean "F-Curve Modifiers panel is expanded in UI" #+ * FModifier.type -> type: enum, "(read-only) F-Curve Modifier Type" - +NEGATE * FModifier.disabled -> use: boolean, "(read-only) F-Curve Modifier has invalid settings and will not be evaluated" #+ * FModifierEnvelopeControlPoint.frame -> frame: float "Frame this control-point occurs on" - + * FModifierEnvelopeControlPoint.maximum -> max: float "Upper bound of envelope at this control-point" - + * FModifierEnvelopeControlPoint.minimum -> min: float "Lower bound of envelope at this control-point" +#FModifierEnvelopeControlPoint.max -> max: float "Upper bound of envelope at this control-point" +#FModifierEnvelopeControlPoint.min -> min: float "Lower bound of envelope at this control-point" + * FModifier|FModifierCycles.after_cycles -> cycles_after: float "Maximum number of cycles to allow after last keyframe. (0 = infinite)" + * FModifier|FModifierCycles.before_cycles -> cycles_before: float "Maximum number of cycles to allow before first keyframe. (0 = infinite)" + * FModifier|FModifierCycles.after_mode -> mode_after: enum "Cycling mode to use after last keyframe" @@ -783,10 +783,10 @@ + * FModifier|FModifierLimits.use_maximum_y -> use_max_y: boolean "Use the maximum Y value" + * FModifier|FModifierLimits.use_minimum_x -> use_min_x: boolean "Use the minimum X value" + * FModifier|FModifierLimits.use_minimum_y -> use_min_y: boolean "Use the minimum Y value" - + * FModifier|FModifierNoise.modification -> blend_type: enum "Method of modifying the existing F-Curve" +#FModifier|FModifierNoise.blend_type -> blend_type: enum "Method of modifying the existing F-Curve" #+ * FModifier|FModifierNoise.depth -> depth: int "Amount of fine level detail present in the noise" #+ * FModifier|FModifierNoise.phase -> phase: float "A random seed for the noise effect" - + * FModifier|FModifierNoise.size -> scale: float "Scaling (in time) of the noise" +#FModifier|FModifierNoise.scale -> scale: float "Scaling (in time) of the noise" #+ * FModifier|FModifierNoise.strength -> strength: float "Amplitude of the noise - the amount that it modifies the underlying curve" #+ * FModifier|FModifierStepped.frame_end -> frame_end: float "Frame that modifiers influence ends (if applicable)" + * FModifier|FModifierStepped.offset -> frame_offset: float "Reference number of frames before frames get held. Use to get hold for 1-3 vs 5-7 holding patterns" @@ -841,27 +841,27 @@ + * FieldSettings.root_coordinates -> 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 -> display_type: enum "Display mode for the file list" - + * FileSelectParams.file -> filename: string "Active file in the file browser" +#FileSelectParams.display_type -> display_type: enum "Display mode for the file list" +#FileSelectParams.filename -> filename: string "Active file in the file browser" #FileSelectParams.show_hidden -> show_hidden: boolean "Hide hidden dot files" - + * FileSelectParams.sort -> sort_method: enum "NO DESCRIPTION" +#FileSelectParams.sort_method -> sort_method: enum "NO DESCRIPTION" #+ * FileSelectParams.title -> title: string, "(read-only) Title for the file browser" - + * FileSelectParams.do_filter -> use_filter: boolean "Enable filtering of files" - + * FileSelectParams.filter_blender -> use_filter_blender: boolean "Show .blend files" - + * FileSelectParams.filter_folder -> use_filter_folder: boolean "Show folders" - + * FileSelectParams.filter_font -> use_filter_font: boolean "Show font files" - + * FileSelectParams.filter_image -> use_filter_image: boolean "Show image files" - + * FileSelectParams.filter_movie -> use_filter_movie: boolean "Show movie files" - + * FileSelectParams.filter_script -> use_filter_script: boolean "Show script files" - + * FileSelectParams.filter_sound -> use_filter_sound: boolean "Show sound files" - + * FileSelectParams.filter_text -> use_filter_text: boolean "Show text files" +#FileSelectParams.use_filter -> use_filter: boolean "Enable filtering of files" +#FileSelectParams.use_filter_blender -> use_filter_blender: boolean "Show .blend files" +#FileSelectParams.use_filter_folder -> use_filter_folder: boolean "Show folders" +#FileSelectParams.use_filter_font -> use_filter_font: boolean "Show font files" +#FileSelectParams.use_filter_image -> use_filter_image: boolean "Show image files" +#FileSelectParams.use_filter_movie -> use_filter_movie: boolean "Show movie files" +#FileSelectParams.use_filter_script -> use_filter_script: boolean "Show script files" +#FileSelectParams.use_filter_sound -> use_filter_sound: boolean "Show sound files" +#FileSelectParams.use_filter_text -> use_filter_text: boolean "Show text files" #+ * FluidSettings.type -> type: enum "Type of participation in the fluid simulation" #+ * FluidSettings|ControlFluidSettings.attraction_radius -> attraction_radius: float "Specifies the force field radius around the control object" #+ * FluidSettings|ControlFluidSettings.attraction_strength -> attraction_strength: float "Force strength for directional attraction towards the control object" #+ * FluidSettings|ControlFluidSettings.end_time -> end_time: float "Specifies time when the control particles are deactivated" #+ * FluidSettings|ControlFluidSettings.quality -> quality: float "Specifies the quality which is used for object sampling. (higher = better but slower)" #+ * FluidSettings|ControlFluidSettings.start_time -> start_time: float "Specifies time when the control particles are activated" - + * FluidSettings|ControlFluidSettings.active -> use: boolean "Object contributes to the fluid simulation" +#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.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" @@ -890,21 +890,21 @@ #+ * 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.active -> use: boolean "Object contributes to the fluid simulation" +#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.volume_initialization -> volume_initialization: enum "Volume initialization type" #+ * FluidSettings|InflowFluidSettings.inflow_velocity -> inflow_velocity: float[3] "Initial velocity of fluid" - + * FluidSettings|InflowFluidSettings.active -> use: boolean "Object contributes to the fluid simulation" +#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.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.active -> use: boolean "Object contributes to the fluid simulation" +#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.volume_initialization -> volume_initialization: enum "Volume initialization type" - + * FluidSettings|OutflowFluidSettings.active -> use: boolean "Object contributes to the fluid simulation" +#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.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)" @@ -915,25 +915,25 @@ + * FluidSettings|ParticleFluidSettings.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.registered -> is_registered: boolean, "(read-only) Function is registered as callback as part of type registration" - + * Function.registered_optional -> is_registered_optional: boolean, "(read-only) Function is optionally registered as callback part of type registration" -#Function.no_self -> no_self: boolean, "(read-only) Function does not pass its self as an argument (becomes a class method in python)" +#Function.is_registered -> is_registered: boolean, "(read-only) Function is registered as callback as part of type registration" +#Function.is_registered_optional -> is_registered_optional: boolean, "(read-only) Function is optionally registered as callback part of type registration" #+ * Function.parameters -> parameters: collection, "(read-only) Parameters for the function" +#Function.use_self -> use_self: boolean, "(read-only) Function does not pass its self as an argument (becomes a class method in python)" #+ * GPencilFrame.frame_number -> frame_number: int "The frame on which this sketch appears" - + * GPencilFrame.paint_lock -> is_edited: boolean "Frame is being edited (painted on)" +#GPencilFrame.is_edited -> is_edited: boolean "Frame is being edited (painted on)" #+ * GPencilFrame.select -> select: boolean "Frame is selected for editing in the DopeSheet" #+ * GPencilFrame.strokes -> strokes: collection, "(read-only) Freehand curves defining the sketch on this frame" #+ * GPencilLayer.active -> active: boolean "Set active layer for editing" #+ * GPencilLayer.active_frame -> active_frame: pointer, "(read-only) Frame currently being displayed for this layer" - + * GPencilLayer.opacity -> alpha: float "Layer Opacity" +#GPencilLayer.alpha -> alpha: float "Layer Opacity" #+ * GPencilLayer.color -> color: float[3] "Color for all strokes in this layer" #+ * GPencilLayer.frames -> frames: collection, "(read-only) Sketches for this layer on different frames" - + * GPencilLayer.max_ghost_range -> ghost_range_max: int "Maximum number of frames on either side of the active frame to show (0 = show the first available sketch on either side)" +#GPencilLayer.ghost_range_max -> ghost_range_max: int "Maximum number of frames on either side of the active frame to show (0 = show the first available sketch on either side)" #+ * GPencilLayer.hide -> hide: boolean "Set layer Visibility" #+ * GPencilLayer.info -> info: string "Layer name" - + * GPencilLayer.line_thickness -> line_width: int "Thickness of strokes (in pixels)" +#GPencilLayer.line_width -> line_width: int "Thickness of strokes (in pixels)" #+ * GPencilLayer.lock -> lock: boolean "Protect layer from further editing and/or frame changes" - + * GPencilLayer.frame_lock -> lock_frame: boolean "Lock current frame displayed by layer" +#GPencilLayer.lock_frame -> lock_frame: boolean "Lock current frame displayed by layer" #+ * GPencilLayer.select -> select: boolean "Layer is selected for editing in the DopeSheet" #+ * GPencilLayer.show_points -> show_points: boolean "Draw the points which make up the strokes (for debugging purposes)" #+ * GPencilLayer.use_onion_skinning -> use_onion_skinning: boolean "Ghost frames on either side of frame" @@ -968,15 +968,15 @@ + * GameObjectSettings.initial_state -> states_initial: boolean[30] "Initial state when the game starts" + * GameObjectSettings.visible_state -> states_visible: boolean[30] "State determining which controllers are displayed" #+ * GameObjectSettings.use_activity_culling -> use_activity_culling: boolean "Disable simulation of angular motion along the Z axis" - + * GameObjectSettings.actor -> use_actor: boolean "Object is detected by the Near and Radar sensor" +#GameObjectSettings.use_actor -> use_actor: boolean "Object is detected by the Near and Radar sensor" + * GameObjectSettings.all_states -> use_all_states: boolean "Set all state bits" + * GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean "Enable anisotropic friction" #+ * GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean "Specify a collision bounds type other than the default" + * GameObjectSettings.collision_compound -> use_collision_compound: boolean "Add children to form a compound collision object" - + * GameObjectSettings.ghost -> use_ghost: boolean "Object does not restitute collisions, like a ghost" +#GameObjectSettings.use_ghost -> use_ghost: boolean "Object does not restitute collisions, like a ghost" + * GameObjectSettings.material_physics -> use_material_physics: boolean "Use physics settings in materials" + * GameObjectSettings.rotate_from_normal -> use_rotate_from_normal: boolean "Use face normal to rotate object, so that it points away from the surface" - +NEGATE * GameObjectSettings.no_sleeping -> use_sleep: boolean "Disable auto (de)activation in physics simulation" +#GameObjectSettings.use_sleep -> use_sleep: boolean "Disable auto (de)activation in physics simulation" #GameObjectSettings.used_states -> used_states: boolean[30], "(read-only) States which are being used by controllers" + * GameObjectSettings.maximum_velocity -> velocity_max: float "Clamp velocity to this maximum speed" + * GameObjectSettings.minimum_velocity -> velocity_min: float "Clamp velocity to this minimum speed (except when totally still)" @@ -989,16 +989,16 @@ #+ * GameProperty|GameStringProperty.value -> value: string "Property value" #+ * GameProperty|GameTimerProperty.value -> value: float "Property value" #+ * GameSoftBodySettings.cluster_iterations -> cluster_iterations: int "Specify the number of cluster iterations" - + * GameSoftBodySettings.margin -> collision_margin: float "Collision margin for soft body. Small value makes the algorithm unstable" +#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.threshold -> shape_threshold: float "Shape matching threshold" +#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.welding -> weld_threshold: float "Welding threshold: distance between nearby vertices to be considered equal => set to 0.0 to disable welding test and speed up scene loading (ok if the mesh has no duplicates)" +#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." #+ * Header.layout -> layout: pointer, "(read-only) Defines the structure of the header in the UI." @@ -1006,7 +1006,7 @@ #+ * ID.library -> library: pointer, "(read-only) Library file the datablock is linked from" #+ * ID.name -> name: string "Unique datablock ID name" #+ * ID.tag -> tag: boolean "Tools can use this to tag data, (initial state is undefined)" - + * ID.fake_user -> use_fake_user: boolean "Saves this datablock even if it has no users" +#ID.use_fake_user -> use_fake_user: boolean "Saves this datablock even if it has no users" #+ * ID.users -> users: int, "(read-only) Number of times this datablock is referenced" #+ * IDProperty.collection -> collection: collection, "(read-only)" #+ * IDProperty.double -> double: float "NO DESCRIPTION" @@ -1078,15 +1078,15 @@ + * 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|Brush.autosmooth_factor -> auto_smooth_factor: float "Amount of smoothing to automatically apply to each stroke" +#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" #+ * ID|Brush.clone_image -> clone_image: pointer "Image for clone tool" #+ * ID|Brush.clone_offset -> clone_offset: float[2] "NO DESCRIPTION" #+ * ID|Brush.color -> color: float[3] "NO DESCRIPTION" #+ * ID|Brush.crease_pinch_factor -> crease_pinch_factor: float "How much the crease brush pinches" - + * ID|Brush.add_col -> cursor_color_add: float[3] "Color of cursor when adding" - + * ID|Brush.sub_col -> cursor_color_subtract: float[3] "Color of cursor when subtracting" +#ID|Brush.cursor_color_add -> cursor_color_add: float[3] "Color of cursor when adding" +#ID|Brush.cursor_color_subtract -> cursor_color_subtract: float[3] "Color of cursor when subtracting" #+ * ID|Brush.curve -> curve: pointer, "(read-only) Editable falloff curve" #+ * ID|Brush.direction -> direction: enum "NO DESCRIPTION" #+ * ID|Brush.icon_filepath -> icon_filepath: string "File path to brush icon" @@ -1106,7 +1106,7 @@ #+ * ID|Brush.stroke_method -> stroke_method: enum "NO DESCRIPTION" #+ * ID|Brush.texture -> texture: pointer "NO DESCRIPTION" #ID|Brush.texture_angle_source_no_random -> texture_angle_source_no_random: enum "NO DESCRIPTION" - + * ID|Brush.texture_angle_source -> texture_angle_source_random: enum "NO DESCRIPTION" +#ID|Brush.texture_angle_source_random -> texture_angle_source_random: enum "NO DESCRIPTION" #+ * ID|Brush.texture_overlay_alpha -> texture_overlay_alpha: int "NO DESCRIPTION" #+ * ID|Brush.texture_sample_bias -> texture_sample_bias: float "Value added to texture samples" #+ * ID|Brush.texture_slot -> texture_slot: pointer, "(read-only)" @@ -1117,7 +1117,7 @@ #+ * ID|Brush.use_alpha -> use_alpha: boolean "When this is disabled, lock alpha while painting" #+ * ID|Brush.use_anchor -> use_anchor: boolean "Keep the brush anchored to the initial location" #+ * ID|Brush.use_custom_icon -> use_custom_icon: boolean "Set the brush icon from an image file" - + * ID|Brush.edge_to_edge -> use_edge_to_edge: boolean "Drag anchor brush from edge-to-edge" +#ID|Brush.use_edge_to_edge -> use_edge_to_edge: boolean "Drag anchor brush from edge-to-edge" #+ * ID|Brush.use_frontface -> use_frontface: boolean "Brush only affects vertexes that face the viewer" #+ * ID|Brush.use_inverse_smooth_pressure -> use_inverse_smooth_pressure: boolean "Lighter pressure causes more smoothing to be applied" #+ * ID|Brush.use_locked_size -> use_locked_size: boolean "When locked brush stays same size relative to object; when unlocked brush size is given in pixels" @@ -1129,13 +1129,13 @@ #+ * ID|Brush.use_paint_weight -> use_paint_weight: boolean "Use this brush in weight paint mode" #+ * ID|Brush.use_persistent -> use_persistent: boolean "Sculpts on a persistent layer of the mesh" #+ * ID|Brush.use_plane_trim -> use_plane_trim: boolean "Enable Plane Trim" - + * ID|Brush.use_jitter_pressure -> use_pressure_jitter: boolean "Enable tablet pressure sensitivity for jitter" - + * ID|Brush.use_size_pressure -> use_pressure_size: boolean "Enable tablet pressure sensitivity for size" - + * ID|Brush.use_spacing_pressure -> use_pressure_spacing: boolean "Enable tablet pressure sensitivity for spacing" - + * ID|Brush.use_strength_pressure -> use_pressure_strength: boolean "Enable tablet pressure sensitivity for strength" +#ID|Brush.use_pressure_jitter -> use_pressure_jitter: boolean "Enable tablet pressure sensitivity for jitter" +#ID|Brush.use_pressure_size -> use_pressure_size: boolean "Enable tablet pressure sensitivity for size" +#ID|Brush.use_pressure_spacing -> use_pressure_spacing: boolean "Enable tablet pressure sensitivity for spacing" +#ID|Brush.use_pressure_strength -> use_pressure_strength: boolean "Enable tablet pressure sensitivity for strength" #+ * ID|Brush.use_rake -> use_rake: boolean "Rotate the brush texture to match the stroke direction" #+ * ID|Brush.use_random_rotation -> use_random_rotation: boolean "Rotate the brush texture at random" - + * ID|Brush.restore_mesh -> use_restore_mesh: boolean "Allows a single dot to be carefully positioned" +#ID|Brush.use_restore_mesh -> use_restore_mesh: boolean "Allows a single dot to be carefully positioned" #+ * ID|Brush.use_smooth_stroke -> use_smooth_stroke: boolean "Brush lags behind mouse and follows a smoother path" #+ * ID|Brush.use_space -> use_space: boolean "Limit brush application to the distance specified by spacing" #+ * ID|Brush.use_space_atten -> use_space_atten: boolean "Automatically adjusts strength to give consistent results for different spacings" @@ -1161,7 +1161,7 @@ #+ * ID|Camera.show_passepartout -> show_passepartout: boolean "Show a darkened overlay outside the image area in Camera view" #+ * ID|Camera.show_title_safe -> show_title_safe: boolean "Show indicators for the title safe zone in Camera view" #+ * ID|Camera.type -> type: enum "Camera types" - + * ID|Camera.panorama -> use_panorama: boolean "Render the scene with a cylindrical camera for pseudo-fisheye lens effects" +#ID|Camera.use_panorama -> use_panorama: boolean "Render the scene with a cylindrical camera for pseudo-fisheye lens effects" #+ * ID|Curve.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" #+ * ID|Curve.bevel_depth -> bevel_depth: float "Bevel depth when not using a bevel object" #+ * ID|Curve.bevel_object -> bevel_object: pointer "Curve object name that defines the bevel shape" @@ -1222,7 +1222,7 @@ #+ * ID|GreasePencil.layers -> layers: collection, "(read-only)" #+ * ID|GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean "Only use the first and last parts of the stroke for snapping" #+ * ID|Group.dupli_offset -> dupli_offset: float[3] "Offset from the origin to use when instancing as DupliGroup" - + * ID|Group.layer -> layers: boolean[20] "Layers visible when this groups is instanced as a dupli" +#ID|Group.layers -> layers: boolean[20] "Layers visible when this groups is instanced as a dupli" #+ * ID|Group.objects -> objects: collection, "(read-only) A collection of this groups objects" #+ * ID|Image.bindcode -> bindcode: int, "(read-only) OpenGL bindcode" #+ * ID|Image.depth -> depth: int, "(read-only) Image bit depth" @@ -1238,7 +1238,7 @@ #+ * ID|Image.generated_type -> generated_type: enum "Generated image type" #+ * ID|Image.generated_width -> generated_width: int "Generated image width" #+ * ID|Image.has_data -> has_data: boolean, "(read-only) True if this image has data" - + * ID|Image.dirty -> is_dirty: boolean, "(read-only) Image has changed and is not saved" +#ID|Image.is_dirty -> is_dirty: boolean, "(read-only) Image has changed and is not saved" #+ * ID|Image.mapping -> mapping: enum "Mapping type to use for this image in the game engine" #+ * ID|Image.packed_file -> packed_file: pointer, "(read-only)" #+ * ID|Image.size -> size: int[2], "(read-only) Width and height in pixels, zero when image data cant be loaded" @@ -1249,14 +1249,14 @@ + * 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.fields -> use_fields: boolean "Use fields of the image" +#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.tiles -> use_tiles: boolean "Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)" #+ * ID|Key.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" #+ * ID|Key.keys -> keys: collection, "(read-only) Shape keys" #+ * ID|Key.reference_key -> reference_key: pointer, "(read-only)" #+ * ID|Key.slurph -> slurph: int "Creates a delay in amount of frames in applying keypositions, first vertex goes first" - + * ID|Key.relative -> use_relative: boolean "Makes shape keys relative" +#ID|Key.use_relative -> use_relative: boolean "Makes shape keys relative" #+ * ID|Key.user -> user: pointer, "(read-only) Datablock using these shape keys" #+ * ID|Lamp.active_texture -> active_texture: pointer "Active texture slot being displayed" #+ * ID|Lamp.active_texture_index -> active_texture_index: int "Index of active texture slot" @@ -1348,7 +1348,7 @@ #+ * ID|Lattice.points_v -> points_v: int "Points in V direction (cant be changed when there are shape keys)" #+ * ID|Lattice.points_w -> points_w: int "Points in W direction (cant be changed when there are shape keys)" #+ * ID|Lattice.shape_keys -> shape_keys: pointer, "(read-only)" - + * ID|Lattice.outside -> use_outside: boolean "Only draw, and take into account, the outer vertices" +#ID|Lattice.use_outside -> use_outside: boolean "Only draw, and take into account, the outer vertices" #+ * ID|Lattice.vertex_group -> vertex_group: string "Vertex group to apply the influence of the lattice" #+ * ID|Library.filepath -> filepath: string "Path to the library .blend file" #+ * ID|Library.parent -> parent: pointer, "(read-only)" @@ -1485,7 +1485,7 @@ + * ID|MetaBall.texspace_loc -> texspace_location: float[3] "Texture space location" #+ * ID|MetaBall.texspace_size -> texspace_size: float[3] "Texture space size" #+ * ID|MetaBall.threshold -> threshold: float "Influence of meta elements" - + * ID|MetaBall.flag -> update_method: enum "Metaball edit update behavior" +#ID|MetaBall.update_method -> update_method: enum "Metaball edit update behavior" + * ID|MetaBall.auto_texspace -> use_auto_texspace: boolean "Adjusts active objects texture space automatically when transforming object" #+ * ID|NodeTree.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" #+ * ID|NodeTree.grease_pencil -> grease_pencil: pointer "Grease Pencil datablock" @@ -1528,7 +1528,7 @@ #+ * ID|Object.hide -> hide: boolean "Restrict visibility in the viewport" #+ * ID|Object.hide_render -> hide_render: boolean "Restrict renderability" #+ * ID|Object.hide_select -> hide_select: boolean "Restrict selection in the viewport" - + * ID|Object.duplis_used -> is_duplicator: boolean, "(read-only)" +#ID|Object.is_duplicator -> is_duplicator: boolean, "(read-only)" #+ * ID|Object.layers -> layers: boolean[20] "Layers the object is on" #+ * ID|Object.location -> location: float[3] "Location of the object" #+ * ID|Object.lock_location -> lock_location: boolean[3] "Lock editing of location in the interface" @@ -1728,7 +1728,7 @@ + * ID|Scene.distance_model -> audio_distance_model: enum "Distance model for distance attenuation calculation" + * ID|Scene.doppler_factor -> audio_doppler_factor: float "Pitch factor for Doppler effect calculation" + * ID|Scene.speed_of_sound -> audio_doppler_speed: float "Speed of sound for Doppler effect calculation" - + * ID|Scene.set -> background_set: pointer "Background set scene" +#ID|Scene.background_set -> background_set: pointer "Background set scene" #+ * ID|Scene.camera -> camera: pointer "Active camera used for rendering the scene" #+ * ID|Scene.cursor_location -> cursor_location: float[3] "3D cursor location" #+ * ID|Scene.frame_current -> frame_current: int "NO DESCRIPTION" @@ -1746,38 +1746,38 @@ #+ * ID|Scene.layers -> layers: boolean[20] "Layers visible when rendering the scene" #+ * ID|Scene.network_render -> network_render: pointer, "(read-only) Network Render Settings" #+ * ID|Scene.nodetree -> nodetree: pointer, "(read-only) Compositing node tree" - + * ID|Scene.bases -> object_bases: collection, "(read-only)" +#ID|Scene.object_bases -> object_bases: collection, "(read-only)" #+ * ID|Scene.objects -> objects: collection, "(read-only)" #+ * ID|Scene.orientations -> orientations: collection, "(read-only)" #+ * ID|Scene.pose_templates -> pose_templates: pointer, "(read-only) Pose Template Settings" #+ * ID|Scene.render -> render: pointer, "(read-only)" #+ * ID|Scene.sequence_editor -> sequence_editor: pointer, "(read-only)" -#+ * ID|Scene.stamp_note -> stamp_note: string "User define note for the render stamping" #+ * ID|Scene.sync_mode -> sync_mode: enum "How to sync playback" #+ * ID|Scene.timeline_markers -> timeline_markers: collection, "(read-only) Markers used in all timelines for the current scene" #+ * ID|Scene.tool_settings -> tool_settings: pointer, "(read-only)" #+ * ID|Scene.unit_settings -> unit_settings: pointer, "(read-only) Unit editing settings" - +NEGATE * ID|Scene.mute_audio -> use_audio: boolean "Play back of audio from Sequence Editor will be muted" +#ID|Scene.use_audio -> use_audio: boolean "Play back of audio from Sequence Editor will be muted" + * ID|Scene.scrub_audio -> use_audio_scrub: boolean "Play audio from Sequence Editor while scrubbing" + * ID|Scene.sync_audio -> use_audio_sync: boolean "Play back and sync with audio clock, dropping frames if frame display is too slow" + * ID|Scene.frame_drop -> use_frame_drop: boolean "Play back dropping frames if frame display is too slow" #+ * ID|Scene.use_gravity -> use_gravity: boolean "Use global gravity for all dynamics" #+ * ID|Scene.use_nodes -> use_nodes: boolean "Enable the compositing node tree" #+ * ID|Scene.use_preview_range -> use_preview_range: boolean "Use an alternative start/end frame for UI playback, rather than the scene start/end frame" +#ID|Scene.use_stamp_note -> use_stamp_note: string "User define note for the render stamping" #+ * ID|Scene.world -> world: pointer "World used for rendering the scene" #+ * ID|Screen.areas -> areas: collection, "(read-only) Areas the screen is subdivided into" - + * ID|Screen.animation_playing -> is_animation_playing: boolean, "(read-only) Animation playback is active" +#ID|Screen.is_animation_playing -> is_animation_playing: boolean, "(read-only) Animation playback is active" #+ * ID|Screen.scene -> scene: pointer "Active scene to be edited in the screen" #ID|Screen.show_fullscreen -> show_fullscreen: boolean, "(read-only) An area is maximised, filling this screen" #+ * ID|Sound.filepath -> filepath: string "Sound sample file used by this Sound datablock" #+ * ID|Sound.packed_file -> packed_file: pointer, "(read-only)" - + * ID|Sound.caching -> use_ram_cache: boolean "The sound file is decoded and loaded into RAM" +#ID|Sound.use_memory_cache -> use_memory_cache: boolean "The sound file is decoded and loaded into RAM" #+ * ID|Text.current_character -> current_character: int, "(read-only) Index of current character in current line, and also start index of character in selection if one exists" #+ * ID|Text.current_line -> current_line: pointer, "(read-only) Current line, and start line of selection if one exists" #+ * ID|Text.filepath -> filepath: string "Filename of the text file" - + * ID|Text.dirty -> is_dirty: boolean, "(read-only) Text file has been edited since last save" - + * ID|Text.memory -> is_in_memory: boolean, "(read-only) Text file is in memory, without a corresponding file on disk" - + * ID|Text.modified -> is_modified: boolean, "(read-only) Text file on disk is different than the one in memory" +#ID|Text.is_dirty -> is_dirty: boolean, "(read-only) Text file has been edited since last save" +#ID|Text.is_in_memory -> is_in_memory: boolean, "(read-only) Text file is in memory, without a corresponding file on disk" +#ID|Text.is_modified -> is_modified: boolean, "(read-only) Text file on disk is different than the one in memory" #+ * ID|Text.lines -> lines: collection, "(read-only) Lines of text" #+ * ID|Text.markers -> markers: collection, "(read-only) Text markers highlighting part of the text" + * ID|Text.selection_end_character -> select_end_character: int, "(read-only) Index of character after end of selection in the selection end line" @@ -1938,11 +1938,11 @@ #+ * 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.cyclic -> use_cyclic: boolean "Cycle the images in the movie" - + * KeyConfig.user_defined -> is_user_defined: boolean, "(read-only) Indicates that a keyconfig was defined by the user" +#KeyConfig.is_user_defined -> is_user_defined: boolean, "(read-only) Indicates that a keyconfig was defined by the user" #+ * KeyConfig.keymaps -> keymaps: collection, "(read-only) Key maps configured as part of this configuration" #+ * KeyConfig.name -> name: string "Name of the key configuration" - + * KeyMap.modal -> is_modal: boolean, "(read-only) Indicates that a keymap is used for translate modal events for an operator" - + * KeyMap.user_defined -> is_user_defined: boolean "Keymap is defined by the user" +#KeyMap.is_modal -> is_modal: boolean, "(read-only) Indicates that a keymap is used for translate modal events for an operator" +#KeyMap.is_user_defined -> is_user_defined: boolean "Keymap is defined by the user" #+ * KeyMap.items -> items: collection, "(read-only) Items in the keymap, linking an operator to an input event" #+ * KeyMap.name -> name: string, "(read-only) Name of the key map" #+ * KeyMap.region_type -> region_type: enum, "(read-only) Optional region type keymap is associated with" @@ -1977,7 +1977,7 @@ #+ * Keyframe.type -> type: enum "The type of keyframe" #TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Active Keying Set used to insert/delete keyframes" #+ * KeyingSet.active_path_index -> active_path_index: int "Current Keying Set index" - + * KeyingSet.absolute -> is_path_absolute: boolean "Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)" +#KeyingSet.is_path_absolute -> is_path_absolute: boolean, "(read-only) Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)" #+ * KeyingSet.name -> name: string "NO DESCRIPTION" #+ * KeyingSet.paths -> paths: collection, "(read-only) Keying Set Paths to define settings that get keyframed together" #+ * KeyingSet.type_info -> type_info: pointer, "(read-only) Callback function defines for built-in Keying Sets" @@ -1992,7 +1992,7 @@ #+ * KeyingSetPath.array_index -> array_index: int "Index to the specific setting if applicable" #+ * KeyingSetPath.data_path -> data_path: string "Path to property setting" #+ * KeyingSetPath.group -> group: string "Name of Action Group to assign setting(s) for this path to" - + * KeyingSetPath.grouping -> group_method: enum "Method used to define which Group-name to use" +#KeyingSetPath.group_method -> group_method: enum "Method used to define which Group-name to use" #+ * KeyingSetPath.id -> id: pointer "ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)" #+ * KeyingSetPath.id_type -> id_type: enum "Type of ID-block that can be used" + * KeyingSetPath.entire_array -> use_entire_array: boolean "When an array/vector type is chosen (Location, Rotation, Color, etc.), entire array is to be used" @@ -2016,7 +2016,7 @@ #+ * LampSkySettings.use_atmosphere -> use_atmosphere: boolean "Apply sun effect on atmosphere" #+ * LampSkySettings.use_sky -> use_sky: boolean "Apply sun effect on sky" #+ * LatticePoint.co -> co: float[3], "(read-only)" - + * LatticePoint.deformed_co -> co_deform: float[3] "NO DESCRIPTION" +#LatticePoint.co_deform -> co_deform: float[3] "NO DESCRIPTION" #+ * LatticePoint.groups -> groups: collection, "(read-only) Weights for the vertex groups this point is member of" #+ * Macro.bl_description -> bl_description: string "NO DESCRIPTION" #+ * Macro.bl_idname -> bl_idname: string "NO DESCRIPTION" @@ -2031,10 +2031,10 @@ #+ * Main.curves -> curves: collection, "(read-only) Curve datablocks." #+ * Main.filepath -> filepath: string, "(read-only) Path to the .blend file" #+ * Main.fonts -> fonts: collection, "(read-only) Vector font datablocks." - + * Main.gpencil -> grease_pencils: collection, "(read-only) Grease Pencil datablocks." +#Main.grease_pencil -> grease_pencil: collection, "(read-only) Grease Pencil datablocks." #+ * Main.groups -> groups: collection, "(read-only) Group datablocks." #+ * Main.images -> images: collection, "(read-only) Image datablocks." - +NEGATE * Main.file_is_saved -> is_dirty: boolean, "(read-only) Has the current session been saved to disk as a .blend file" +#Main.is_dirty -> is_dirty: boolean, "(read-only) Has the current session been saved to disk as a .blend file" #+ * Main.lamps -> lamps: collection, "(read-only) Lamp datablocks." #+ * Main.lattices -> lattices: collection, "(read-only) Lattice datablocks." #+ * Main.libraries -> libraries: collection, "(read-only) Library datablocks." @@ -2090,7 +2090,7 @@ #+ * MaterialRaytraceMirror.gloss_samples -> gloss_samples: int "Number of cone samples averaged for blurry reflections" #+ * MaterialRaytraceMirror.gloss_threshold -> gloss_threshold: float "Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped" #+ * MaterialRaytraceMirror.reflect_factor -> reflect_factor: float "Sets the amount mirror reflection for raytrace" - + * MaterialRaytraceMirror.enabled -> use: boolean "Enable raytraced reflections" +#+ * MaterialRaytraceMirror.use -> use: boolean "Enable raytraced reflections" #+ * MaterialRaytraceTransparency.depth -> depth: int "Maximum allowed number of light inter-refractions" + * MaterialRaytraceTransparency.limit -> depth_max: float "Maximum depth for light to travel through the transparent material before becoming fully filtered (0.0 is disabled)" #+ * MaterialRaytraceTransparency.falloff -> falloff: float "Falloff power for transmissivity filter effect (1.0 is linear)" @@ -2123,7 +2123,7 @@ #+ * MaterialSubsurfaceScattering.radius -> radius: float[3] "Mean red/green/blue scattering path length" #+ * MaterialSubsurfaceScattering.scale -> scale: float "Object scale factor" #+ * MaterialSubsurfaceScattering.texture_factor -> texture_factor: float "Texture scatting blend factor" - + * MaterialSubsurfaceScattering.enabled -> use: boolean "Enable diffuse subsurface scatting effects in a material" +#+ * MaterialSubsurfaceScattering.use -> use: boolean "Enable diffuse subsurface scatting effects in a material" #+ * MaterialVolume.asymmetry -> asymmetry: float "Back scattering (-1.0) to Forward scattering (1.0) and the range in between" #+ * MaterialVolume.cache_resolution -> cache_resolution: int "Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory" #+ * MaterialVolume.density -> density: float "The base density of the volume" @@ -2158,11 +2158,11 @@ #+ * MeshEdge.crease -> crease: float "Weight used by the Subsurf modifier for creasing" #+ * MeshEdge.hide -> hide: boolean "NO DESCRIPTION" #+ * MeshEdge.index -> index: int, "(read-only) Index number of the vertex" - + * MeshEdge.fgon -> is_fgon: boolean, "(read-only) Fgon edge" - + * MeshEdge.loose -> is_loose: boolean, "(read-only) Loose edge" +#MeshEdge.is_fgon -> is_fgon: boolean "Fgon edge" +#MeshEdge.is_loose -> is_loose: boolean "Loose edge" #+ * MeshEdge.select -> select: boolean "NO DESCRIPTION" - + * MeshEdge.seam -> use_seam: boolean "Seam edge for UV unwrapping" - + * MeshEdge.sharp -> use_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" @@ -2170,7 +2170,7 @@ #+ * MeshFace.material_index -> material_index: int "NO DESCRIPTION" #+ * MeshFace.normal -> normal: float[3], "(read-only) local space unit length normal vector for this face" #+ * MeshFace.select -> select: boolean "NO DESCRIPTION" - + * MeshFace.smooth -> use_smooth: boolean "NO DESCRIPTION" +#MeshFace.use_smooth -> use_smooth: boolean "NO DESCRIPTION" #MeshFace.vertices -> vertices: int[4] "Vertex indices" #MeshFace.vertices_raw -> vertices_raw: int[4] "Fixed size vertex indices array" #+ * MeshFaces.active -> active: int "The active face for this mesh" @@ -2219,7 +2219,7 @@ #+ * MeshVertex.index -> index: int, "(read-only) Index number of the vertex" #+ * MeshVertex.normal -> normal: float[3] "Vertex Normal" #+ * MeshVertex.select -> select: boolean "NO DESCRIPTION" - + * MetaElement.location -> co: float[3] "NO DESCRIPTION" +#MetaElement.co -> co: float[3] "NO DESCRIPTION" #+ * MetaElement.hide -> hide: boolean "Hide element" #+ * MetaElement.radius -> radius: float "NO DESCRIPTION" #+ * MetaElement.rotation -> rotation: float[4] "NO DESCRIPTION" @@ -2228,7 +2228,7 @@ #+ * MetaElement.size_z -> size_z: float "Size of element, use of components depends on element type" #+ * MetaElement.stiffness -> stiffness: float "Stiffness defines how much of the element to fill" #+ * MetaElement.type -> type: enum "Metaball types" - + * MetaElement.negative -> use_negative: boolean "Set metaball as negative one" +#MetaElement.use_negative -> use_negative: boolean "Set metaball as negative one" #+ * Modifier.name -> name: string "Modifier name" #Modifier.show_expanded -> show_expanded: boolean "Set modifier expanded in the user interface" #Modifier.show_in_editmode -> show_in_editmode: boolean "Use modifier while in the edit mode" @@ -2450,7 +2450,7 @@ #+ * Modifier|WaveModifier.width -> width: float "NO DESCRIPTION" #+ * MotionPath.frame_end -> frame_end: int, "(read-only) End frame of the stored range" #+ * MotionPath.frame_start -> frame_start: int, "(read-only) Starting frame of the stored range" - + * MotionPath.editing -> is_modified: boolean "Path is being edited" +#MotionPath.is_modified -> is_modified: boolean "Path is being edited" #+ * MotionPath.length -> length: int, "(read-only) Number of frames cached" #+ * MotionPath.points -> points: collection, "(read-only) Cached positions per frame" #+ * MotionPath.use_bone_head -> use_bone_head: boolean, "(read-only) For PoseBone paths, use the bone head location when calculating this path" @@ -2483,7 +2483,7 @@ + * NlaStrip.auto_blending -> 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.solo -> is_solo: boolean, "(read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)" +#NlaTrack.is_solo -> is_solo: boolean, "(read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)" #+ * NlaTrack.lock -> lock: boolean "NLA Track is locked" #+ * NlaTrack.mute -> mute: boolean "NLA Track is not evaluated" #+ * NlaTrack.name -> name: string "NO DESCRIPTION" @@ -2941,8 +2941,8 @@ #+ * Property.is_never_none -> is_never_none: boolean, "(read-only) True when this value cant be set to None" + * Property.use_output -> is_output: boolean, "(read-only) True when this property is an output value from an RNA function" #+ * Property.is_readonly -> is_readonly: boolean, "(read-only) Property is editable through RNA" - + * Property.registered -> is_registered: boolean, "(read-only) Property is registered as part of type registration" - + * Property.registered_optional -> is_registered_optional: boolean, "(read-only) Property is optionally registered as part of type registration" +#Property.is_registered -> is_registered: boolean, "(read-only) Property is registered as part of type registration" +#Property.is_registered_optional -> is_registered_optional: boolean, "(read-only) Property is optionally registered as part of type registration" #+ * Property.is_required -> is_required: boolean, "(read-only) False when this property is an optional argument in an RNA function" #+ * Property.name -> name: string, "(read-only) Human readable name" #+ * Property.srna -> srna: pointer, "(read-only) Struct definition used for properties assigned to this item" @@ -2992,50 +2992,50 @@ #RegionView3D.view_rotate_method -> view_rotate_method: float[4] "Rotation in quaternions (keep normalized)" #+ * RenderEngine.bl_idname -> bl_idname: string "NO DESCRIPTION" #+ * RenderEngine.bl_label -> bl_label: string "NO DESCRIPTION" - + * RenderEngine.bl_postprocess -> bl_use_postprocess: boolean "NO DESCRIPTION" - + * RenderEngine.bl_preview -> bl_use_preview: boolean "NO DESCRIPTION" - + * RenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean, "(read-only) Exclude AO pass from combined" - + * RenderLayer.pass_emit_exclude -> exclude_emit: boolean, "(read-only) Exclude emission pass from combined" - + * RenderLayer.pass_environment_exclude -> exclude_environment: boolean, "(read-only) Exclude environment pass from combined" - + * RenderLayer.pass_indirect_exclude -> exclude_indirect: boolean, "(read-only) Exclude indirect pass from combined" - + * RenderLayer.pass_reflection_exclude -> exclude_reflection: boolean, "(read-only) Exclude raytraced reflection pass from combined" - + * RenderLayer.pass_refraction_exclude -> exclude_refraction: boolean, "(read-only) Exclude raytraced refraction pass from combined" - + * RenderLayer.pass_shadow_exclude -> exclude_shadow: boolean, "(read-only) Exclude shadow pass from combined" - + * RenderLayer.pass_specular_exclude -> exclude_specular: boolean, "(read-only) Exclude specular pass from combined" - + * RenderLayer.zmask_negate -> invert_zmask: boolean, "(read-only) For Zmask, only render what is behind solid z values instead of in front" - + * RenderLayer.visible_layers -> layers: boolean[20], "(read-only) Scene layers included in this render layer" - + * RenderLayer.zmask_layers -> layers_zmask: boolean[20], "(read-only) Zmask scene layers" +#RenderEngine.bl_use_postprocess -> bl_use_postprocess: boolean "NO DESCRIPTION" +#RenderEngine.bl_use_preview -> bl_use_preview: boolean "NO DESCRIPTION" +#RenderLayer.exclude_ambient_occlusion -> exclude_ambient_occlusion: boolean, "(read-only) Exclude AO pass from combined" +#RenderLayer.exclude_emit -> exclude_emit: boolean, "(read-only) Exclude emission pass from combined" +#RenderLayer.exclude_environment -> exclude_environment: boolean, "(read-only) Exclude environment pass from combined" +#RenderLayer.exclude_indirect -> exclude_indirect: boolean, "(read-only) Exclude indirect pass from combined" +#RenderLayer.exclude_reflection -> exclude_reflection: boolean, "(read-only) Exclude raytraced reflection pass from combined" +#RenderLayer.exclude_refraction -> exclude_refraction: boolean, "(read-only) Exclude raytraced refraction pass from combined" +#RenderLayer.exclude_shadow -> exclude_shadow: boolean, "(read-only) Exclude shadow pass from combined" +#RenderLayer.exclude_specular -> exclude_specular: boolean, "(read-only) Exclude specular pass from combined" +#RenderLayer.invert_zmask -> invert_zmask: boolean, "(read-only) For Zmask, only render what is behind solid z values instead of in front" +#RenderLayer.layers -> layers: boolean[20], "(read-only) Scene layers included in this render layer" +#RenderLayer.layers_zmask -> layers_zmask: boolean[20], "(read-only) Zmask scene layers" #+ * RenderLayer.light_override -> light_override: pointer, "(read-only) Group to override all other lights in this render layer" #+ * RenderLayer.material_override -> material_override: pointer, "(read-only) Material to override all other materials in this render layer" #+ * RenderLayer.name -> name: string, "(read-only) Render layer name" #+ * RenderLayer.passes -> passes: collection, "(read-only)" #+ * RenderLayer.rect -> rect: float "NO DESCRIPTION" - + * RenderLayer.enabled -> use: boolean, "(read-only) Disable or enable the render layer" - + * RenderLayer.all_z -> use_all_z: boolean, "(read-only) Fill in Z values for solid faces in invisible layers, for masking" - + * RenderLayer.edge -> use_edge_enhance: boolean, "(read-only) Render Edge-enhance in this Layer (only works for Solid faces)" - + * RenderLayer.halo -> use_halo: boolean, "(read-only) Render Halos in this Layer (on top of Solid)" - + * RenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean, "(read-only) Deliver AO pass" - + * RenderLayer.pass_color -> use_pass_color: boolean, "(read-only) Deliver shade-less color pass" - + * RenderLayer.pass_combined -> use_pass_combined: boolean, "(read-only) Deliver full combined RGBA buffer" - + * RenderLayer.pass_diffuse -> use_pass_diffuse: boolean, "(read-only) Deliver diffuse pass" - + * RenderLayer.pass_emit -> use_pass_emit: boolean, "(read-only) Deliver emission pass" - + * RenderLayer.pass_environment -> use_pass_environment: boolean, "(read-only) Deliver environment lighting pass" - + * RenderLayer.pass_indirect -> use_pass_indirect: boolean, "(read-only) Deliver indirect lighting pass" - + * RenderLayer.pass_mist -> use_pass_mist: boolean, "(read-only) Deliver mist factor pass (0.0-1.0)" - + * RenderLayer.pass_normal -> use_pass_normal: boolean, "(read-only) Deliver normal pass" - + * RenderLayer.pass_object_index -> use_pass_object_index: boolean, "(read-only) Deliver object index pass" - + * RenderLayer.pass_reflection -> use_pass_reflection: boolean, "(read-only) Deliver raytraced reflection pass" - + * RenderLayer.pass_refraction -> use_pass_refraction: boolean, "(read-only) Deliver raytraced refraction pass" - + * RenderLayer.pass_shadow -> use_pass_shadow: boolean, "(read-only) Deliver shadow pass" - + * RenderLayer.pass_specular -> use_pass_specular: boolean, "(read-only) Deliver specular pass" - + * RenderLayer.pass_uv -> use_pass_uv: boolean, "(read-only) Deliver texture UV pass" - + * RenderLayer.pass_vector -> use_pass_vector: boolean, "(read-only) Deliver speed vector pass" - + * RenderLayer.pass_z -> use_pass_z: boolean, "(read-only) Deliver Z values pass" - + * RenderLayer.sky -> use_sky: boolean, "(read-only) Render Sky in this Layer" - + * RenderLayer.solid -> use_solid: boolean, "(read-only) Render Solid faces in this Layer" - + * RenderLayer.strand -> use_strand: boolean, "(read-only) Render Strands in this Layer" - + * RenderLayer.zmask -> use_zmask: boolean, "(read-only) Only render whats in front of the solid z values" - + * RenderLayer.ztransp -> use_ztransp: boolean, "(read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)" +#+ * RenderLayer.use -> use: boolean, "(read-only) Disable or enable the render layer" +#RenderLayer.use_all_z -> use_all_z: boolean, "(read-only) Fill in Z values for solid faces in invisible layers, for masking" +#RenderLayer.use_edge_enhance -> use_edge_enhance: boolean, "(read-only) Render Edge-enhance in this Layer (only works for Solid faces)" +#RenderLayer.use_halo -> use_halo: boolean, "(read-only) Render Halos in this Layer (on top of Solid)" +#RenderLayer.use_pass_ambient_occlusion -> use_pass_ambient_occlusion: boolean, "(read-only) Deliver AO pass" +#RenderLayer.use_pass_color -> use_pass_color: boolean, "(read-only) Deliver shade-less color pass" +#RenderLayer.use_pass_combined -> use_pass_combined: boolean, "(read-only) Deliver full combined RGBA buffer" +#RenderLayer.use_pass_diffuse -> use_pass_diffuse: boolean, "(read-only) Deliver diffuse pass" +#RenderLayer.use_pass_emit -> use_pass_emit: boolean, "(read-only) Deliver emission pass" +#RenderLayer.use_pass_environment -> use_pass_environment: boolean, "(read-only) Deliver environment lighting pass" +#RenderLayer.use_pass_indirect -> use_pass_indirect: boolean, "(read-only) Deliver indirect lighting pass" +#RenderLayer.use_pass_mist -> use_pass_mist: boolean, "(read-only) Deliver mist factor pass (0.0-1.0)" +#RenderLayer.use_pass_normal -> use_pass_normal: boolean, "(read-only) Deliver normal pass" +#RenderLayer.use_pass_object_index -> use_pass_object_index: boolean, "(read-only) Deliver object index pass" +#RenderLayer.use_pass_reflection -> use_pass_reflection: boolean, "(read-only) Deliver raytraced reflection pass" +#RenderLayer.use_pass_refraction -> use_pass_refraction: boolean, "(read-only) Deliver raytraced refraction pass" +#RenderLayer.use_pass_shadow -> use_pass_shadow: boolean, "(read-only) Deliver shadow pass" +#RenderLayer.use_pass_specular -> use_pass_specular: boolean, "(read-only) Deliver specular pass" +#RenderLayer.use_pass_uv -> use_pass_uv: boolean, "(read-only) Deliver texture UV pass" +#RenderLayer.use_pass_vector -> use_pass_vector: boolean, "(read-only) Deliver speed vector pass" +#RenderLayer.use_pass_z -> use_pass_z: boolean, "(read-only) Deliver Z values pass" +#RenderLayer.use_sky -> use_sky: boolean, "(read-only) Render Sky in this Layer" +#RenderLayer.use_solid -> use_solid: boolean, "(read-only) Render Solid faces in this Layer" +#RenderLayer.use_strand -> use_strand: boolean, "(read-only) Render Strands in this Layer" +#RenderLayer.use_zmask -> use_zmask: boolean, "(read-only) Only render whats in front of the solid z values" +#RenderLayer.use_ztransp -> use_ztransp: boolean, "(read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)" #+ * RenderPass.channel_id -> channel_id: string, "(read-only)" #+ * RenderPass.channels -> channels: int, "(read-only)" #+ * RenderPass.name -> name: string, "(read-only)" @@ -3071,11 +3071,11 @@ #+ * RenderSettings.file_extension -> file_extension: string, "(read-only) The file extension used for saving renders" #+ * RenderSettings.file_format -> file_format: enum "File format to save the rendered images as" #+ * RenderSettings.file_quality -> file_quality: int "Quality of JPEG images, AVI Jpeg and SGI movies, Compression for PNGs" - + * RenderSettings.output_path -> filepath: string "Directory/name to save animations, # characters defines the position and length of frame numbers" +#RenderSettings.filepath -> filepath: string "Directory/name to save animations, # characters defines the position and length of frame numbers" #+ * RenderSettings.filter_size -> filter_size: float "Pixel width over which the reconstruction filter combines samples" #+ * RenderSettings.fps -> fps: int "Framerate, expressed in frames per second" #+ * RenderSettings.fps_base -> fps_base: float "Framerate base" - + * RenderSettings.multiple_engines -> has_multiple_engines: boolean, "(read-only) More than one rendering engine is available" +#RenderSettings.has_multiple_engines -> has_multiple_engines: boolean, "(read-only) More than one rendering engine is available" #+ * RenderSettings.is_movie_format -> is_movie_format: boolean, "(read-only) When true the format is a movie" #+ * RenderSettings.layers -> layers: collection, "(read-only)" #+ * RenderSettings.motion_blur_samples -> motion_blur_samples: int "Number of scene samples to take with motion blur" @@ -3085,8 +3085,8 @@ #+ * RenderSettings.parts_y -> parts_y: int "Number of vertical tiles to use while rendering" #+ * RenderSettings.pixel_aspect_x -> pixel_aspect_x: float "Horizontal aspect ratio - for anamorphic or non-square pixel output" #+ * RenderSettings.pixel_aspect_y -> pixel_aspect_y: float "Vertical aspect ratio - for anamorphic or non-square pixel output" - + * RenderSettings.pixel_filter -> pixel_filter_type: enum "Reconstruction filter used for combining anti-aliasing samples" - + * RenderSettings.raytrace_structure -> raytrace_method: enum "Type of raytrace accelerator structure" +#RenderSettings.pixel_filter_type -> pixel_filter_type: enum "Reconstruction filter used for combining anti-aliasing samples" +#RenderSettings.raytrace_method -> raytrace_method: enum "Type of raytrace accelerator structure" #+ * RenderSettings.resolution_percentage -> resolution_percentage: int "Percentage scale for render resolution" #+ * RenderSettings.resolution_x -> resolution_x: int "Number of horizontal pixels in the rendered image" #+ * RenderSettings.resolution_y -> resolution_y: int "Number of vertical pixels in the rendered image" @@ -3102,55 +3102,55 @@ #+ * RenderSettings.stamp_note_text -> stamp_note_text: string "Custom text to appear in the stamp note" #+ * RenderSettings.threads -> threads: int "Number of CPU threads to use simultaneously while rendering (for multi-core/CPU systems)" #+ * RenderSettings.threads_mode -> threads_mode: enum "Determine the amount of render threads used" - + * RenderSettings.render_antialiasing -> use_antialiasing: boolean "Render and combine multiple samples per pixel to prevent jagged edges" - + * RenderSettings.backbuf -> use_backbuf: boolean "Render backbuffer image" - + * RenderSettings.bake_active -> use_bake_active_to_selected: boolean "Bake shading on the surface of selected objects to the active object" - + * RenderSettings.bake_enable_aa -> use_bake_antialiasing: boolean "Enables Anti-aliasing" - + * RenderSettings.bake_clear -> use_bake_clear: boolean "Clear Images before baking" - + * RenderSettings.bake_normalized -> use_bake_normalize: boolean "With displacement normalize to the distance, with ambient occlusion normalize without using material settings" +#RenderSettings.use_antialiasing -> use_antialiasing: boolean "Render and combine multiple samples per pixel to prevent jagged edges" +#RenderSettings.use_backbuf -> use_backbuf: boolean "Render backbuffer image" +#RenderSettings.use_bake_antialiasing -> use_bake_antialiasing: boolean "Enables Anti-aliasing" +#RenderSettings.use_bake_clear -> use_bake_clear: boolean "Clear Images before baking" +#RenderSettings.use_bake_normalize -> use_bake_normalize: boolean "With displacement normalize to the distance, with ambient occlusion normalize without using material settings" +#RenderSettings.use_bake_selected_to_active -> use_bake_selected_to_active: boolean "Bake shading on the surface of selected objects to the active object" #+ * RenderSettings.use_border -> use_border: boolean "Render a user-defined border region, within the frame size. Note, this disables save_buffers and full_sample" - + * RenderSettings.cineon_log -> use_cineon_log: boolean "Convert to logarithmic color space" - + * RenderSettings.color_management -> use_color_management: boolean "Use linear workflow - gamma corrected imaging pipeline" +#RenderSettings.use_cineon_log -> use_cineon_log: boolean "Convert to logarithmic color space" +#RenderSettings.use_color_management -> use_color_management: boolean "Use linear workflow - gamma corrected imaging pipeline" #+ * RenderSettings.use_compositing -> use_compositing: boolean "Process the render result through the compositing pipeline, if compositing nodes are enabled" - + * RenderSettings.crop_to_border -> use_crop_to_border: boolean "Crop the rendered frame to the defined border size" - + * RenderSettings.edge -> use_edge_enhance: boolean "Create a toon outline around the edges of geometry" +#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.fields -> use_fields: boolean "Render image to two fields per frame, for interlaced TV output" - + * RenderSettings.fields_still -> use_fields_still: boolean "Disable the time difference between fields" +#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)" - + * RenderSettings.free_image_textures -> use_free_image_textures: boolean "Free all image texture from memory after render, to save memory before compositing" - + * RenderSettings.free_unused_nodes -> use_free_unused_nodes: boolean "Free Nodes that are not used while compositing, to save memory" - + * RenderSettings.full_sample -> use_full_sample: boolean "Save for every anti-aliasing sample the entire RenderLayer results. This solves anti-aliasing issues with compositing" +#RenderSettings.use_free_image_textures -> use_free_image_textures: boolean "Free all image texture from memory after render, to save memory before compositing" +#RenderSettings.use_free_unused_nodes -> use_free_unused_nodes: boolean "Free Nodes that are not used while compositing, to save memory" +#RenderSettings.use_full_sample -> use_full_sample: boolean "Save for every anti-aliasing sample the entire RenderLayer results. This solves anti-aliasing issues with compositing" #+ * RenderSettings.use_game_engine -> use_game_engine: boolean, "(read-only) Current rendering engine is a game engine" #+ * RenderSettings.use_instances -> use_instances: boolean "Instance support leads to effective memory reduction when using duplicates" #+ * RenderSettings.use_local_coords -> use_local_coords: boolean "Vertex coordinates are stored localy on each primitive. Increases memory usage, but may have impact on speed" - + * RenderSettings.motion_blur -> use_motion_blur: boolean "Use multi-sampled 3D scene motion blur" +#RenderSettings.use_motion_blur -> use_motion_blur: boolean "Use multi-sampled 3D scene motion blur" #+ * RenderSettings.use_overwrite -> use_overwrite: boolean "Overwrite existing files while rendering" #+ * RenderSettings.use_placeholder -> use_placeholder: boolean "Create empty placeholder files while rendering frames (similar to Unix touch)" #+ * RenderSettings.use_radiosity -> use_radiosity: boolean "Calculate radiosity in a pre-process before rendering" - + * RenderSettings.use_raytracing -> use_raytrace: boolean "Pre-calculate the raytrace accelerator and render raytracing effects" - + * RenderSettings.save_buffers -> use_save_buffers: boolean "Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample)" +#RenderSettings.use_raytrace -> use_raytrace: boolean "Pre-calculate the raytrace accelerator and render raytracing effects" +#RenderSettings.use_save_buffers -> use_save_buffers: boolean "Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample)" #+ * RenderSettings.use_sequencer -> use_sequencer: boolean "Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips exist" #+ * RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview: boolean "NO DESCRIPTION" #+ * RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean "NO DESCRIPTION" #+ * RenderSettings.use_shadows -> use_shadows: boolean "Calculate shadows while rendering" #+ * RenderSettings.use_simplify -> use_simplify: boolean "Enable simplification of scene for quicker preview renders" - + * RenderSettings.simplify_triangulate -> use_simplify_triangulate: boolean "Disables non-planer quads being triangulated" - + * RenderSettings.single_layer -> use_single_layer: boolean "Only render the active layer" +#RenderSettings.use_simplify_triangulate -> use_simplify_triangulate: boolean "Disables non-planer quads being triangulated" +#RenderSettings.use_single_layer -> use_single_layer: boolean "Only render the active layer" #+ * RenderSettings.use_sss -> use_sss: boolean "Calculate sub-surface scattering in materials rendering" - + * RenderSettings.render_stamp -> use_stamp: boolean "Render the stamp info text in the rendered image" - + * RenderSettings.stamp_camera -> use_stamp_camera: boolean "Include the name of the active camera in image metadata" - + * RenderSettings.stamp_date -> use_stamp_date: boolean "Include the current date in image metadata" - + * RenderSettings.stamp_filename -> use_stamp_filename: boolean "Include the filename of the .blend file in image metadata" - + * RenderSettings.stamp_frame -> use_stamp_frame: boolean "Include the frame number in image metadata" - + * RenderSettings.stamp_marker -> use_stamp_marker: boolean "Include the name of the last marker in image metadata" - + * RenderSettings.stamp_note -> use_stamp_note: boolean "Include a custom note in image metadata" - + * RenderSettings.stamp_render_time -> use_stamp_render_time: boolean "Include the render time in the stamp image" - + * RenderSettings.stamp_scene -> use_stamp_scene: boolean "Include the name of the active scene in image metadata" - + * RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean "Include the name of the foreground sequence strip in image metadata" - + * RenderSettings.stamp_time -> use_stamp_time: boolean "Include the render frame as HH:MM:SS.FF in image metadata" +#RenderSettings.use_stamp -> use_stamp: boolean "Render the stamp info text in the rendered image" +#RenderSettings.use_stamp_camera -> use_stamp_camera: boolean "Include the name of the active camera in image metadata" +#RenderSettings.use_stamp_date -> use_stamp_date: boolean "Include the current date in image metadata" +#RenderSettings.use_stamp_filename -> use_stamp_filename: boolean "Include the filename of the .blend file in image metadata" +#RenderSettings.use_stamp_frame -> use_stamp_frame: boolean "Include the frame number in image metadata" +#RenderSettings.use_stamp_marker -> use_stamp_marker: boolean "Include the name of the last marker in image metadata" +#RenderSettings.use_stamp_note -> use_stamp_note: boolean "Include a custom note in image metadata" +#RenderSettings.use_stamp_render_time -> use_stamp_render_time: boolean "Include the render time in the stamp image" +#RenderSettings.use_stamp_scene -> use_stamp_scene: boolean "Include the name of the active scene in image metadata" +#RenderSettings.use_stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean "Include the name of the foreground sequence strip in image metadata" +#RenderSettings.use_stamp_time -> use_stamp_time: boolean "Include the render frame as HH:MM:SS.FF in image metadata" #+ * RenderSettings.use_textures -> use_textures: boolean "Use textures to affect material properties" - + * RenderSettings.tiff_bit -> use_tiff_16bit: boolean "Save TIFF with 16 bits per channel" +#RenderSettings.use_tiff_16bit -> use_tiff_16bit: boolean "Save TIFF with 16 bits per channel" #+ * SPHFluidSettings.buoyancy -> buoyancy: float "NO DESCRIPTION" #+ * SPHFluidSettings.fluid_radius -> fluid_radius: float "Fluid interaction Radius" #+ * SPHFluidSettings.rest_density -> rest_density: float "Density" @@ -3203,46 +3203,46 @@ + * SceneGameData.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.pass_ao_exclude -> exclude_ambient_occlusion: boolean "Exclude AO pass from combined" - + * SceneRenderLayer.pass_emit_exclude -> exclude_emit: boolean "Exclude emission pass from combined" - + * SceneRenderLayer.pass_environment_exclude -> exclude_environment: boolean "Exclude environment pass from combined" - + * SceneRenderLayer.pass_indirect_exclude -> exclude_indirect: boolean "Exclude indirect pass from combined" - + * SceneRenderLayer.pass_reflection_exclude -> exclude_reflection: boolean "Exclude raytraced reflection pass from combined" - + * SceneRenderLayer.pass_refraction_exclude -> exclude_refraction: boolean "Exclude raytraced refraction pass from combined" - + * SceneRenderLayer.pass_shadow_exclude -> exclude_shadow: boolean "Exclude shadow pass from combined" - + * SceneRenderLayer.pass_specular_exclude -> exclude_specular: boolean "Exclude specular pass from combined" - + * SceneRenderLayer.zmask_negate -> invert_zmask: boolean "For Zmask, only render what is behind solid z values instead of in front" - + * SceneRenderLayer.visible_layers -> layers: boolean[20] "Scene layers included in this render layer" - + * SceneRenderLayer.zmask_layers -> layers_zmask: boolean[20] "Zmask scene layers" +#SceneRenderLayer.exclude_ambient_occlusion -> exclude_ambient_occlusion: boolean "Exclude AO pass from combined" +#SceneRenderLayer.exclude_emit -> exclude_emit: boolean "Exclude emission pass from combined" +#SceneRenderLayer.exclude_environment -> exclude_environment: boolean "Exclude environment pass from combined" +#SceneRenderLayer.exclude_indirect -> exclude_indirect: boolean "Exclude indirect pass from combined" +#SceneRenderLayer.exclude_reflection -> exclude_reflection: boolean "Exclude raytraced reflection pass from combined" +#SceneRenderLayer.exclude_refraction -> exclude_refraction: boolean "Exclude raytraced refraction pass from combined" +#SceneRenderLayer.exclude_shadow -> exclude_shadow: boolean "Exclude shadow pass from combined" +#SceneRenderLayer.exclude_specular -> exclude_specular: boolean "Exclude specular pass from combined" +#SceneRenderLayer.invert_zmask -> invert_zmask: boolean "For Zmask, only render what is behind solid z values instead of in front" +#SceneRenderLayer.layers -> layers: boolean[20] "Scene layers included in this render layer" +#SceneRenderLayer.layers_zmask -> layers_zmask: boolean[20] "Zmask scene layers" #+ * SceneRenderLayer.light_override -> light_override: pointer "Group to override all other lights in this render layer" #+ * SceneRenderLayer.material_override -> material_override: pointer "Material to override all other materials in this render layer" #+ * SceneRenderLayer.name -> name: string "Render layer name" - + * SceneRenderLayer.enabled -> use: boolean "Disable or enable the render layer" - + * SceneRenderLayer.all_z -> use_all_z: boolean "Fill in Z values for solid faces in invisible layers, for masking" - + * SceneRenderLayer.edge -> use_edge_enhance: boolean "Render Edge-enhance in this Layer (only works for Solid faces)" - + * SceneRenderLayer.halo -> use_halo: boolean "Render Halos in this Layer (on top of Solid)" - + * SceneRenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean "Deliver AO pass" - + * SceneRenderLayer.pass_color -> use_pass_color: boolean "Deliver shade-less color pass" - + * SceneRenderLayer.pass_combined -> use_pass_combined: boolean "Deliver full combined RGBA buffer" - + * SceneRenderLayer.pass_diffuse -> use_pass_diffuse: boolean "Deliver diffuse pass" - + * SceneRenderLayer.pass_emit -> use_pass_emit: boolean "Deliver emission pass" - + * SceneRenderLayer.pass_environment -> use_pass_environment: boolean "Deliver environment lighting pass" - + * SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean "Deliver indirect lighting pass" - + * SceneRenderLayer.pass_mist -> use_pass_mist: boolean "Deliver mist factor pass (0.0-1.0)" - + * SceneRenderLayer.pass_normal -> use_pass_normal: boolean "Deliver normal pass" - + * SceneRenderLayer.pass_object_index -> use_pass_object_index: boolean "Deliver object index pass" - + * SceneRenderLayer.pass_reflection -> use_pass_reflection: boolean "Deliver raytraced reflection pass" - + * SceneRenderLayer.pass_refraction -> use_pass_refraction: boolean "Deliver raytraced refraction pass" - + * SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean "Deliver shadow pass" - + * SceneRenderLayer.pass_specular -> use_pass_specular: boolean "Deliver specular pass" - + * SceneRenderLayer.pass_uv -> use_pass_uv: boolean "Deliver texture UV pass" - + * SceneRenderLayer.pass_vector -> use_pass_vector: boolean "Deliver speed vector pass" - + * SceneRenderLayer.pass_z -> use_pass_z: boolean "Deliver Z values pass" - + * SceneRenderLayer.sky -> use_sky: boolean "Render Sky in this Layer" - + * SceneRenderLayer.solid -> use_solid: boolean "Render Solid faces in this Layer" - + * SceneRenderLayer.strand -> use_strand: boolean "Render Strands in this Layer" - + * SceneRenderLayer.zmask -> use_zmask: boolean "Only render whats in front of the solid z values" - + * SceneRenderLayer.ztransp -> use_ztransp: boolean "Render Z-Transparent faces in this Layer (On top of Solid and Halos)" +#+ * SceneRenderLayer.use -> use: boolean "Disable or enable the render layer" +#SceneRenderLayer.use_all_z -> use_all_z: boolean "Fill in Z values for solid faces in invisible layers, for masking" +#SceneRenderLayer.use_edge_enhance -> use_edge_enhance: boolean "Render Edge-enhance in this Layer (only works for Solid faces)" +#SceneRenderLayer.use_halo -> use_halo: boolean "Render Halos in this Layer (on top of Solid)" +#SceneRenderLayer.use_pass_ambient_occlusion -> use_pass_ambient_occlusion: boolean "Deliver AO pass" +#SceneRenderLayer.use_pass_color -> use_pass_color: boolean "Deliver shade-less color pass" +#SceneRenderLayer.use_pass_combined -> use_pass_combined: boolean "Deliver full combined RGBA buffer" +#SceneRenderLayer.use_pass_diffuse -> use_pass_diffuse: boolean "Deliver diffuse pass" +#SceneRenderLayer.use_pass_emit -> use_pass_emit: boolean "Deliver emission pass" +#SceneRenderLayer.use_pass_environment -> use_pass_environment: boolean "Deliver environment lighting pass" +#SceneRenderLayer.use_pass_indirect -> use_pass_indirect: boolean "Deliver indirect lighting pass" +#SceneRenderLayer.use_pass_mist -> use_pass_mist: boolean "Deliver mist factor pass (0.0-1.0)" +#SceneRenderLayer.use_pass_normal -> use_pass_normal: boolean "Deliver normal pass" +#SceneRenderLayer.use_pass_object_index -> use_pass_object_index: boolean "Deliver object index pass" +#SceneRenderLayer.use_pass_reflection -> use_pass_reflection: boolean "Deliver raytraced reflection pass" +#SceneRenderLayer.use_pass_refraction -> use_pass_refraction: boolean "Deliver raytraced refraction pass" +#SceneRenderLayer.use_pass_shadow -> use_pass_shadow: boolean "Deliver shadow pass" +#SceneRenderLayer.use_pass_specular -> use_pass_specular: boolean "Deliver specular pass" +#SceneRenderLayer.use_pass_uv -> use_pass_uv: boolean "Deliver texture UV pass" +#SceneRenderLayer.use_pass_vector -> use_pass_vector: boolean "Deliver speed vector pass" +#SceneRenderLayer.use_pass_z -> use_pass_z: boolean "Deliver Z values pass" +#SceneRenderLayer.use_sky -> use_sky: boolean "Render Sky in this Layer" +#SceneRenderLayer.use_solid -> use_solid: boolean "Render Solid faces in this Layer" +#SceneRenderLayer.use_strand -> use_strand: boolean "Render Strands in this Layer" +#SceneRenderLayer.use_zmask -> use_zmask: boolean "Only render whats in front of the solid z values" +#SceneRenderLayer.use_ztransp -> use_ztransp: boolean "Render Z-Transparent faces in this Layer (On top of Solid and Halos)" #+ * Scopes.accuracy -> accuracy: float "Proportion of original image source pixel lines to sample" #+ * Scopes.histogram -> histogram: pointer, "(read-only) Histogram for viewing image statistics" #+ * Scopes.use_full_resolution -> use_full_resolution: boolean "Sample every pixel of the image" @@ -3556,9 +3556,9 @@ #+ * 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" - + * SmokeFlowSettings.psys -> particle_system: pointer "Particle systems emitted from the object" +#SmokeFlowSettings.particle_system -> particle_system: pointer "Particle systems emitted from the object" #+ * SmokeFlowSettings.temperature -> temperature: float "Temperature difference to ambient temperature" - + * SmokeFlowSettings.absolute -> use_absolute: boolean "Only allows given density value in emitter area." +#SmokeFlowSettings.use_absolute -> use_absolute: boolean "Only allows given density value in emitter area." +NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean "Deletes smoke from simulation" + * SmokeFlowSettings.velocity_multiplier -> velocity_factor: float "Multiplier to adjust velocity passed to smoke" #+ * SoftBodySettings.aero -> aero: float "Make edges sail" @@ -3806,7 +3806,7 @@ + * Spline.cyclic_v -> use_cyclic_v: boolean "Make this surface a closed loop in the V direction" + * Spline.endpoint_u -> use_endpoint_u: boolean "Make this nurbs curve or surface meet the endpoints in the U direction (Cyclic U must be disabled)" + * Spline.endpoint_v -> use_endpoint_v: boolean "Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled)" - + * Spline.smooth -> use_smooth: boolean "Smooth the normals of the surface or beveled curve" +#Spline.use_smooth -> use_smooth: boolean "Smooth the normals of the surface or beveled curve" #+ * SplinePoint.co -> co: float[4] "Point coordinates" #+ * SplinePoint.hide -> hide: boolean "Visibility status" #+ * SplinePoint.radius -> radius: float, "(read-only) Radius for bevelling" @@ -3891,7 +3891,7 @@ + * TextureSlot|MaterialTextureSlot.texture_coordinates -> 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.enabled -> use: boolean "Enable this material texture slot" +#+ * 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" @@ -4550,7 +4550,7 @@ #+ * UserSolidLight.diffuse_color -> diffuse_color: float[3] "The diffuse color of the OpenGL light" #+ * UserSolidLight.direction -> direction: float[3] "The direction that the OpenGL light is shining" #+ * UserSolidLight.specular_color -> specular_color: float[3] "The color of the lights specular highlight" - + * UserSolidLight.enabled -> use: boolean "Enable this OpenGL light in solid draw mode" +#+ * UserSolidLight.use -> use: boolean "Enable this OpenGL light in solid draw mode" #+ * ValueNodeSocket.default_value -> default_value: float[1] "Default value of the socket when no link is attached" #+ * ValueNodeSocket.name -> name: string, "(read-only) Socket name" #+ * VectorNodeSocket.default_value -> default_value: float[3] "Default value of the socket when no link is attached" @@ -4602,4 +4602,4 @@ + * WorldStarsSettings.color_randomization -> color_random: float "Randomize star colors" + * WorldStarsSettings.min_distance -> distance_min: float "Minimum distance to the camera for stars" #+ * WorldStarsSettings.size -> size: float "Average screen dimension of stars" -#+ * WorldStarsSettings.use_stars -> use_stars: boolean "Enable starfield generation[651125 refs]" +#+ * WorldStarsSettings.use_stars -> use_stars: boolean "Enable starfield generation[651157 refs]" |