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authorCampbell Barton <ideasman42@gmail.com>2010-08-17 06:42:30 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-08-17 06:42:30 +0400
commit5f7045f7afb0034a91b4474e8645d09f371ccfcf (patch)
tree533db2cab3270ab9bf0ef267e173bbaa30fb86b5 /source/blender/makesrna/rna_cleanup
parentd03c94d8d95513fb1593a61391ec152cbc4bc39f (diff)
- rna_info.py now outputs array length with types eg. float[16].
- corrected rna property name Controller.states -> state (pointed out by Dalai). - rna_cleaner_merge script now only merges comment and new name.
Diffstat (limited to 'source/blender/makesrna/rna_cleanup')
-rwxr-xr-xsource/blender/makesrna/rna_cleanup/rna_cleaner.py7
-rwxr-xr-xsource/blender/makesrna/rna_cleanup/rna_cleaner_merge.py11
-rw-r--r--source/blender/makesrna/rna_cleanup/rna_properties.txt1282
3 files changed, 653 insertions, 647 deletions
diff --git a/source/blender/makesrna/rna_cleanup/rna_cleaner.py b/source/blender/makesrna/rna_cleanup/rna_cleaner.py
index ed483deb889..a63a715a13a 100755
--- a/source/blender/makesrna/rna_cleanup/rna_cleaner.py
+++ b/source/blender/makesrna/rna_cleanup/rna_cleaner.py
@@ -253,6 +253,13 @@ def write_files(basename, props_list, props_length_max):
props_list = [['NOTE', 'CHANGED', 'CLASS', 'FROM', 'TO', 'KEYWORD-CHECK', 'TYPE', 'DESCRIPTION']] + props_list
for props in props_list:
#txt
+
+ # FOR PY OUTPUT!
+ '''
+ if props[3] == props[4]: txt += "#"
+ else: txt += " "
+ '''
+
if props[0] != '': txt += '%s * ' % props[0] # comment
txt += '%s.%s -> %s: %s "%s"\n' % tuple(props[2:5] + props[6:]) # skipping keyword-check
# rna_api
diff --git a/source/blender/makesrna/rna_cleanup/rna_cleaner_merge.py b/source/blender/makesrna/rna_cleanup/rna_cleaner_merge.py
index 90b8f021d01..8d2fe07b774 100755
--- a/source/blender/makesrna/rna_cleanup/rna_cleaner_merge.py
+++ b/source/blender/makesrna/rna_cleanup/rna_cleaner_merge.py
@@ -27,17 +27,16 @@ def main():
for key, val_orig in mod_to_dict.items():
try:
- val = mod_from_dict.pop(key)
+ val_new = mod_from_dict.pop(key)
except:
# print("not found", key)
- val = val_orig
+ val_new = val_orig
# always take the class from the base
- val = list(val)
- val[2] = val_orig[2]
- print(val_orig[2])
+ val = list(val_orig)
+ val[0] = val_new[0] # comment
+ val[4] = val_new[4] # -> to
val = tuple(val)
-
rna_api_new.append(val)
def write_work_file(file_path, rna_api):
diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt
index 9a3c7b3e18c..ec8247ffe98 100644
--- a/source/blender/makesrna/rna_cleanup/rna_properties.txt
+++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt
@@ -45,7 +45,7 @@ NOTE * CLASS.FROM -> TO: TYPE "DESCRIPTION"
+ * Actuator|ConstraintActuator.mode -> mode: enum "The type of the constraint"
+ * Actuator|ConstraintActuator.property -> property: string "Ray detect only Objects with this property"
+ * Actuator|ConstraintActuator.range -> range: float "Set the maximum length of ray"
-+ * Actuator|ConstraintActuator.max_rotation -> rotation_max: float "Reference Direction"
++ * Actuator|ConstraintActuator.max_rotation -> rotation_max: float[3] "Reference Direction"
+ * Actuator|ConstraintActuator.spring -> spring: float "Spring force within the Fh area"
+ * Actuator|ConstraintActuator.time -> time: int "Maximum activation time in frame, 0 for unlimited"
+ * Actuator|ConstraintActuator.fh_normal -> use_fh_normal: boolean "Add a horizontal spring force on slopes"
@@ -55,9 +55,9 @@ NOTE * CLASS.FROM -> TO: TYPE "DESCRIPTION"
+ * Actuator|ConstraintActuator.detect_material -> use_material_detect: boolean "Detect material instead of property"
+ * Actuator|ConstraintActuator.normal -> use_normal: boolean "Set object axis along (local axis) or parallel (global axis) to the normal at hit position"
+ * Actuator|ConstraintActuator.persistent -> use_persistent: boolean "Persistent actuator: stays active even if ray does not reach target"
-+ * Actuator|EditObjectActuator.angular_velocity -> angular_velocity: float "Angular velocity upon creation"
++ * Actuator|EditObjectActuator.angular_velocity -> angular_velocity: float[3] "Angular velocity upon creation"
+ * Actuator|EditObjectActuator.dynamic_operation -> dynamic_operation: enum "NO DESCRIPTION"
-+ * Actuator|EditObjectActuator.linear_velocity -> linear_velocity: float "Velocity upon creation"
++ * Actuator|EditObjectActuator.linear_velocity -> linear_velocity: float[3] "Velocity upon creation"
+ * Actuator|EditObjectActuator.mass -> mass: float "The mass of the object"
+ * Actuator|EditObjectActuator.mesh -> mesh: pointer "Replace the existing, when left blank Phys will remake the existing physics mesh"
+ * Actuator|EditObjectActuator.mode -> mode: enum "The mode of the actuator"
@@ -90,10 +90,10 @@ NOTE * CLASS.FROM -> TO: TYPE "DESCRIPTION"
+ * Actuator|MessageActuator.body_type -> body_type: enum "Toggle message type: either Text or a PropertyName"
+ * Actuator|MessageActuator.subject -> subject: string "Optional message subject. This is what can be filtered on"
+ * Actuator|MessageActuator.to_property -> to_property: string "Optional send message to objects with this name only, or empty to broadcast"
-+ * Actuator|ObjectActuator.angular_velocity -> angular_velocity: float "Sets the angular velocity"
++ * Actuator|ObjectActuator.angular_velocity -> angular_velocity: float[3] "Sets the angular velocity"
+ * Actuator|ObjectActuator.damping -> damping: int "Number of frames to reach the target velocity"
+ * Actuator|ObjectActuator.derivate_coefficient -> derivate_coefficient: float "Not required, high values can cause instability"
-+ * Actuator|ObjectActuator.force -> force: float "Sets the force"
++ * Actuator|ObjectActuator.force -> force: float[3] "Sets the force"
+ * Actuator|ObjectActuator.force_max_x -> force_max_x: float "Set the upper limit for force"
+ * Actuator|ObjectActuator.force_max_y -> force_max_y: float "Set the upper limit for force"
+ * Actuator|ObjectActuator.force_max_z -> force_max_z: float "Set the upper limit for force"
@@ -101,13 +101,13 @@ NOTE * CLASS.FROM -> TO: TYPE "DESCRIPTION"
+ * Actuator|ObjectActuator.force_min_y -> force_min_y: float "Set the lower limit for force"
+ * Actuator|ObjectActuator.force_min_z -> force_min_z: float "Set the lower limit for force"
+ * Actuator|ObjectActuator.integral_coefficient -> integral_coefficient: float "Low value (0.01) for slow response, high value (0.5) for fast response"
-+ * Actuator|ObjectActuator.linear_velocity -> linear_velocity: float "Sets the linear velocity (in Servo mode it sets the target relative linear velocity, it will be achieved by automatic application of force. Null velocity is a valid target)"
++ * Actuator|ObjectActuator.linear_velocity -> linear_velocity: float[3] "Sets the linear velocity (in Servo mode it sets the target relative linear velocity, it will be achieved by automatic application of force. Null velocity is a valid target)"
+ * Actuator|ObjectActuator.mode -> mode: enum "Specify the motion system"
-+ * Actuator|ObjectActuator.loc -> offset_location: float "Sets the location"
-+ * Actuator|ObjectActuator.rot -> offset_rotation: float "Sets the rotation"
++ * Actuator|ObjectActuator.loc -> offset_location: float[3] "Sets the location"
++ * Actuator|ObjectActuator.rot -> offset_rotation: float[3] "Sets the rotation"
+ * Actuator|ObjectActuator.proportional_coefficient -> proportional_coefficient: float "Typical value is 60x integral coefficient"
+ * Actuator|ObjectActuator.reference_object -> reference_object: pointer "Reference object for velocity calculation, leave empty for world reference"
-+ * Actuator|ObjectActuator.torque -> torque: float "Sets the torque"
++ * Actuator|ObjectActuator.torque -> torque: float[3] "Sets the torque"
+ * Actuator|ObjectActuator.add_linear_velocity -> use_add_linear_velocity: boolean "Toggles between ADD and SET linV"
+ * Actuator|ObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean "Angular velocity is defined in local coordinates"
+ * Actuator|ObjectActuator.local_force -> use_local_force: boolean "Force is defined in local coordinates"
@@ -168,7 +168,7 @@ NOTE * CLASS.FROM -> TO: TYPE "DESCRIPTION"
+ * Actuator|SoundActuator.enable_sound_3d -> use_sound_3d: boolean "Enable/Disable 3D Sound"
+ * Actuator|SoundActuator.volume -> volume: float "Sets the initial volume of the sound"
+ * Actuator|StateActuator.operation -> operation: enum "Select the bit operation on object state mask"
-+ * Actuator|StateActuator.state -> states: boolean "NO DESCRIPTION"
++ * Actuator|StateActuator.state -> states: boolean[30] "NO DESCRIPTION"
+ * Actuator|VisibilityActuator.children -> apply_to_children: boolean "Set all the children of this object to the same visibility/occlusion recursively"
+ * Actuator|VisibilityActuator.occlusion -> use_occlusion: boolean "Set the object to occlude objects behind it. Initialized from the object type in physics button"
+ * Actuator|VisibilityActuator.visible -> use_visible: boolean "Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)"
@@ -215,10 +215,10 @@ MAKE PROPERTY OF A COLLECTION * Area.active_space -> active_space: pointer, "
+ * BackgroundImage.size -> size: float "Scaling factor for the background image"
+ * BackgroundImage.transparency -> transparency: float "Amount to blend the image against the background color"
+ * BackgroundImage.view_axis -> view_axis: enum "The axis to display the image on"
-+ * BezierSplinePoint.co -> co: float "Coordinates of the control point"
-+ * BezierSplinePoint.handle1 -> handle_left: float "Coordinates of the first handle"
++ * BezierSplinePoint.co -> co: float[3] "Coordinates of the control point"
++ * BezierSplinePoint.handle1 -> handle_left: float[3] "Coordinates of the first handle"
+ * BezierSplinePoint.handle1_type -> handle_left_type: enum "Handle types"
-+ * BezierSplinePoint.handle2 -> handle_right: float "Coordinates of the second handle"
++ * BezierSplinePoint.handle2 -> handle_right: float[3] "Coordinates of the second handle"
+ * BezierSplinePoint.handle2_type -> handle_right_type: enum "Handle types"
+ * BezierSplinePoint.hide -> hide: boolean "Visibility status"
+ * BezierSplinePoint.radius -> radius: float, "(read-only) Radius for bevelling"
@@ -288,20 +288,20 @@ MAKE PROPERTY OF A COLLECTION * Area.active_space -> active_space: pointer, "
+ * Bone.children -> children: collection, "(read-only) Bones which are children of this bone"
+ * Bone.envelope_distance -> envelope_distance: float "Bone deformation distance (for Envelope deform only)"
+ * Bone.envelope_weight -> envelope_weight: float "Bone deformation weight (for Envelope deform only)"
-+ * Bone.head -> head: float "Location of head end of the bone relative to its parent"
-+ * Bone.head_local -> head_local: float "Location of head end of the bone relative to armature"
++ * Bone.head -> head: float[3] "Location of head end of the bone relative to its parent"
++ * Bone.head_local -> head_local: float[3] "Location of head end of the bone relative to armature"
+ * Bone.head_radius -> head_radius: float "Radius of head of bone (for Envelope deform only)"
+ * Bone.hide -> hide: boolean "Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)"
+ * Bone.hide_select -> hide_select: boolean "Bone is able to be selected"
-+ * Bone.layer -> layers: boolean "Layers bone exists in"
-+ * Bone.matrix -> matrix: float "3x3 bone matrix"
-+ * Bone.matrix_local -> matrix_local: float "4x4 bone matrix relative to armature"
++ * Bone.layer -> layers: boolean[32] "Layers bone exists in"
++ * Bone.matrix -> matrix: float[9] "3x3 bone matrix"
++ * Bone.matrix_local -> matrix_local: float[16] "4x4 bone matrix relative to armature"
+ * Bone.name -> name: string "NO DESCRIPTION"
+ * Bone.parent -> parent: pointer, "(read-only) Parent bone (in same Armature)"
+ * Bone.select -> select: boolean "NO DESCRIPTION"
+ * Bone.draw_wire -> show_wire: boolean "Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes"
-+ * Bone.tail -> tail: float "Location of tail end of the bone"
-+ * Bone.tail_local -> tail_local: float "Location of tail end of the bone relative to armature"
++ * Bone.tail -> tail: float[3] "Location of tail end of the bone"
++ * Bone.tail_local -> tail_local: float[3] "Location of tail end of the bone relative to armature"
+ * Bone.tail_radius -> tail_radius: float "Radius of tail of bone (for Envelope deform only)"
+ * Bone.connected -> use_connect: boolean, "(read-only) When bone has a parent, bones head is struck to the parents tail"
+ * Bone.cyclic_offset -> use_cyclic_offset: boolean "When bone doesnt have a parent, it receives cyclic offset effects"
@@ -333,7 +333,7 @@ MAKE PROPERTY OF A COLLECTION * Area.active_space -> active_space: pointer, "
+ * ClothSettings.goal_max -> goal_max: float "Goal maximum, vertex group weights are scaled to match this range"
+ * ClothSettings.goal_min -> goal_min: float "Goal minimum, vertex group weights are scaled to match this range"
+ * ClothSettings.goal_spring -> goal_spring: float "Goal (vertex target position) spring stiffness"
-+ * ClothSettings.gravity -> gravity: float "Gravity or external force vector"
++ * ClothSettings.gravity -> gravity: float[3] "Gravity or external force vector"
+ * ClothSettings.internal_friction -> internal_friction: float "NO DESCRIPTION"
+ * ClothSettings.mass -> mass: float "Mass of cloth material"
+ * ClothSettings.mass_vertex_group -> mass_vertex_group: string "Vertex Group for pinning of vertices"
@@ -358,11 +358,11 @@ MAKE PROPERTY OF A COLLECTION * Area.active_space -> active_space: pointer, "
+ * 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.kill_particles -> use_particle_kill: boolean "Kill colliding particles"
++ * CollisionSettings.kill_particles -> use_particle_kill: boolean "Kill collided particles"
+ * ColorRamp.total -> count: int, "(read-only) Total number of elements"
+ * ColorRamp.elements -> elements: collection, "(read-only)"
+ * ColorRamp.interpolation -> interpolation: enum "NO DESCRIPTION"
-+ * ColorRampElement.color -> color: float "NO DESCRIPTION"
++ * ColorRampElement.color -> color: float[4] "NO DESCRIPTION"
+ * ColorRampElement.position -> position: float "NO DESCRIPTION"
ConsoleLine.body -> body: string "Text in the line"
+ * ConsoleLine.current_character -> current_character: int "NO DESCRIPTION"
@@ -518,7 +518,7 @@ ConsoleLine.body -> body: string "Text in the line"
+ * Constraint|MaintainVolumeConstraint.axis -> free_axis: enum "The free scaling axis of the object"
+ * Constraint|MaintainVolumeConstraint.volume -> volume: float "Volume of the bone at rest"
+ * Constraint|PivotConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1"
-+ * Constraint|PivotConstraint.offset -> offset: float "Offset of pivot from target (when set), or from owners location (when Fixed Position is off), or the absolute pivot point"
++ * Constraint|PivotConstraint.offset -> offset: float[3] "Offset of pivot from target (when set), or from owners location (when Fixed Position is off), or the absolute pivot point"
+ * Constraint|PivotConstraint.enabled_rotation_range -> rotation_range: enum "Rotation range on which pivoting should occur"
+ * Constraint|PivotConstraint.subtarget -> subtarget: string "NO DESCRIPTION"
+ * Constraint|PivotConstraint.target -> target: pointer "Target Object, defining the position of the pivot when defined"
@@ -546,7 +546,7 @@ ConsoleLine.body -> body: string "Text in the line"
+ * Constraint|ShrinkwrapConstraint.use_y -> use_y: boolean "Projection over Y Axis"
+ * Constraint|ShrinkwrapConstraint.use_z -> use_z: boolean "Projection over Z Axis"
+ * Constraint|SplineIKConstraint.chain_length -> chain_count: int "How many bones are included in the chain"
-+ * Constraint|SplineIKConstraint.joint_bindings -> joint_bindings: float "(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages"
++ * Constraint|SplineIKConstraint.joint_bindings -> joint_bindings: float[32] "(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages"
+ * Constraint|SplineIKConstraint.target -> target: pointer "Curve that controls this relationship"
+ * Constraint|SplineIKConstraint.chain_offset -> use_chain_offset: boolean "Offset the entire chain relative to the root joint"
+ * Constraint|SplineIKConstraint.use_curve_radius -> use_curve_radius: boolean "Average radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale mode"
@@ -600,7 +600,7 @@ ConsoleLine.body -> body: string "Text in the line"
+ * Context.manager -> wm: pointer, "(read-only)"
+ * Controller.name -> name: string "NO DESCRIPTION"
+ * Controller.expanded -> show_expanded: boolean "Set controller expanded in the user interface"
-+ * Controller.state -> states: boolean, "(read-only) Set Controller state index (1 to 30)"
++ * Controller.state -> state: int "Set Controller state index (1 to 30)"
+ * Controller.type -> type: enum "NO DESCRIPTION"
+ * Controller.priority -> use_priority: boolean "Mark controller for execution before all non-marked controllers (good for startup scripts)"
+ * Controller|ExpressionController.expression -> expression: string "NO DESCRIPTION"
@@ -611,16 +611,16 @@ ConsoleLine.body -> body: string "Text in the line"
+ * CurveMap.extend -> extend: enum, "(read-only) Extrapolate the curve or extend it horizontally"
+ * CurveMap.points -> points: collection, "(read-only)"
+ * CurveMapPoint.handle_type -> handle_type: enum, "(read-only) Curve interpolation at this point: bezier or vector"
-+ * CurveMapPoint.location -> location: float, "(read-only) X/Y coordinates of the curve point"
++ * CurveMapPoint.location -> location: float[2], "(read-only) X/Y coordinates of the curve point"
+ * CurveMapPoint.select -> select: boolean "Selection state of the curve point"
-+ * CurveMapping.black_level -> black_level: float "For RGB curves, the color that black is mapped to"
++ * CurveMapping.black_level -> black_level: float[3] "For RGB curves, the color that black is mapped to"
+ * CurveMapping.clip_max_x -> clip_max_x: float "NO DESCRIPTION"
+ * CurveMapping.clip_max_y -> clip_max_y: float "NO DESCRIPTION"
+ * 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.white_level -> white_level: float "For RGB curves, the color that white is mapped to"
++ * 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.display_armature -> show_armatures: boolean "Include visualization of Armature related Animation data"
@@ -658,21 +658,21 @@ TODO MOVE TO COLLECTION * CurveSplines.active -> active: pointer "Active curv
+ * DriverVariable.name -> name: string "Name to use in scripted expressions/functions. (No spaces or dots are allowed. Also, must not start with a symbol or digit)"
+ * DriverVariable.targets -> targets: collection, "(read-only) Sources of input data for evaluating this variable"
+ * DriverVariable.type -> type: enum "Driver variable type"
-+ * DupliObject.matrix -> matrix: float "Object duplicate transformation matrix"
-+ * DupliObject.matrix_original -> matrix_original: float "Duplicated object transformation matrix"
++ * DupliObject.matrix -> matrix: float[16] "Object duplicate transformation matrix"
++ * DupliObject.matrix_original -> matrix_original: float[16] "The original matrix of this object before it was duplicated"
+ * DupliObject.object -> object: pointer, "(read-only) Object being duplicated"
+ * EditBone.bbone_in -> bbone_in: float "Length of first Bezier Handle (for B-Bones only)"
+ * EditBone.bbone_out -> bbone_out: float "Length of second Bezier Handle (for B-Bones only)"
+ * EditBone.bbone_segments -> bbone_segments: int "Number of subdivisions of bone (for B-Bones only)"
+ * EditBone.envelope_distance -> envelope_distance: float "Bone deformation distance (for Envelope deform only)"
+ * EditBone.envelope_weight -> envelope_weight: float "Bone deformation weight (for Envelope deform only)"
-+ * EditBone.head -> head: float "Location of head end of the bone"
++ * EditBone.head -> head: float[3] "Location of head end of the bone"
+ * EditBone.head_radius -> head_radius: float "Radius of head of bone (for Envelope deform only)"
+ * EditBone.hide -> hide: boolean "Bone is not visible when in Edit Mode"
+ * EditBone.hide_select -> hide_select: boolean "Bone is able to be selected"
-+ * EditBone.layer -> layers: boolean "Layers bone exists in"
++ * EditBone.layer -> layers: boolean[32] "Layers bone exists in"
+ * EditBone.lock -> lock: boolean "Bone is not able to be transformed when in Edit Mode"
-+ * EditBone.matrix -> matrix: float, "(read-only) Read-only matrix calculated from the roll (armature space)"
++ * EditBone.matrix -> matrix: float[16], "(read-only) Read-only matrix calculated from the roll (armature space)"
+ * EditBone.name -> name: string "NO DESCRIPTION"
+ * EditBone.parent -> parent: pointer "Parent edit bone (in same Armature)"
+ * EditBone.roll -> roll: float "Bone rotation around head-tail axis"
@@ -680,7 +680,7 @@ TODO MOVE TO COLLECTION * CurveSplines.active -> active: pointer "Active curv
+ * EditBone.select_head -> select_head: boolean "NO DESCRIPTION"
+ * EditBone.select_tail -> select_tail: boolean "NO DESCRIPTION"
+ * EditBone.draw_wire -> show_wire: boolean "Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes"
-+ * EditBone.tail -> tail: float "Location of tail end of the bone"
++ * EditBone.tail -> tail: float[3] "Location of tail end of the bone"
+ * EditBone.tail_radius -> tail_radius: float "Radius of tail of bone (for Envelope deform only)"
+ * EditBone.connected -> use_connect: boolean "When bone has a parent, bones head is struck to the parents tail"
+ * EditBone.cyclic_offset -> use_cyclic_offset: boolean "When bone doesnt have a parent, it receives cyclic offset effects"
@@ -712,7 +712,7 @@ TODO MOVE TO COLLECTION * CurveSplines.active -> active: pointer "Active curv
+ * EnvironmentMap.clip_end -> clip_end: float "Objects further than this are not visible to map"
+ * EnvironmentMap.clip_start -> clip_start: float "Objects nearer than this are not visible to map"
+ * EnvironmentMap.depth -> depth: int "Number of times a map will be rendered recursively (mirror effects.)"
-+ * EnvironmentMap.ignore_layers -> layers_ignore: boolean "Hide objects on these layers when generating the Environment Map"
++ * EnvironmentMap.ignore_layers -> layers_ignore: boolean[20] "Hide objects on these layers when generating the Environment Map"
+ * EnvironmentMap.mapping -> mapping: enum "NO DESCRIPTION"
+ * EnvironmentMap.resolution -> resolution: int "Pixel resolution of the rendered environment map"
+ * EnvironmentMap.source -> source: enum "NO DESCRIPTION"
@@ -732,7 +732,7 @@ TODO MOVE TO COLLECTION * CurveSplines.active -> active: pointer "Active curv
+ * Event.type -> type: enum, "(read-only)"
+ * Event.value -> value: enum, "(read-only) The type of event, only applies to some"
+ * FCurve.array_index -> array_index: int "Index to the specific property affected by F-Curve if applicable"
-+ * FCurve.color -> color: float "Color of the F-Curve in the Graph Editor"
++ * FCurve.color -> color: float[3] "Color of the F-Curve in the Graph Editor"
+ * FCurve.color_mode -> color_mode: enum "Method used to determine color of F-Curve in Graph Editor"
+ * FCurve.data_path -> data_path: string "RNA Path to property affected by F-Curve"
+ * FCurve.driver -> driver: pointer, "(read-only) Channel Driver (only set for Driver F-Curves)"
@@ -748,7 +748,7 @@ TODO MOVE TO COLLECTION * CurveSplines.active -> active: pointer "Active curv
+ * 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"
+ * FCurveModifiers.active -> active: pointer "Active F-Curve Modifier"
-+ * FCurveSample.co -> co: float "Point coordinates"
++ * 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.mute -> mute: boolean "F-Curve Modifier will not be evaluated"
@@ -772,7 +772,7 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei
+ * FModifier|FModifierFunctionGenerator.phase_offset -> phase_offset: float "Constant factor to offset time by for function"
+ * FModifier|FModifierFunctionGenerator.additive -> use_additive: boolean "Values generated by this modifier are applied on top of the existing values instead of overwriting them"
+ * FModifier|FModifierFunctionGenerator.value_offset -> value_offset: float "Constant factor to offset values by"
-+ * FModifier|FModifierGenerator.coefficients -> coefficients: float "Coefficients for x (starting from lowest power of x^0)"
++ * FModifier|FModifierGenerator.coefficients -> coefficients: float[32] "Coefficients for x (starting from lowest power of x^0)"
+ * FModifier|FModifierGenerator.mode -> mode: enum "Type of generator to use"
+ * FModifier|FModifierGenerator.poly_order -> poly_order: int "The highest power of x for this polynomial. (number of coefficients - 1)"
+ * FModifier|FModifierGenerator.additive -> use_additive: boolean "Values generated by this modifier are applied on top of the existing values instead of overwriting them"
@@ -867,10 +867,10 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei
+ * FluidSettings|ControlFluidSettings.velocity_radius -> velocity_radius: float "Specifies the force field radius around the control object"
+ * FluidSettings|ControlFluidSettings.velocity_strength -> velocity_strength: float "Force strength of how much of the control objects velocity is influencing the fluid velocity"
+ * FluidSettings|DomainFluidSettings.compressibility -> compressibility: float "Allowed compressibility due to gravitational force for standing fluid. (directly affects simulation step size)"
-+ * FluidSettings|DomainFluidSettings.end_time -> end_time: float "Simulation time of the last blender frame"
++ * FluidSettings|DomainFluidSettings.end_time -> end_time: float "Simulation time of the last blender frame (in seconds)"
+ * FluidSettings|DomainFluidSettings.path -> filepath: string "Directory (and/or filename prefix) to store baked fluid simulation files in"
+ * FluidSettings|DomainFluidSettings.generate_particles -> generate_particles: float "Amount of particles to generate (0=off, 1=normal, >1=more)"
-+ * FluidSettings|DomainFluidSettings.gravity -> gravity: float "Gravity in X, Y and Z direction"
++ * FluidSettings|DomainFluidSettings.gravity -> gravity: float[3] "Gravity in X, Y and Z direction"
+ * FluidSettings|DomainFluidSettings.grid_levels -> grid_levels: int "Number of coarsened grids to use (-1 for automatic)"
+ * FluidSettings|DomainFluidSettings.memory_estimate -> memory_estimate: string, "(read-only) Estimated amount of memory needed for baking the domain"
+ * FluidSettings|DomainFluidSettings.partial_slip_factor -> partial_slip_factor: float "Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip"
@@ -879,7 +879,7 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei
+ * FluidSettings|DomainFluidSettings.resolution -> resolution: int "Domain resolution in X,Y and Z direction"
+ * FluidSettings|DomainFluidSettings.real_world_size -> size_worldspace: float "Size of the simulation domain in metres"
+ * FluidSettings|DomainFluidSettings.slip_type -> slip_type: enum "NO DESCRIPTION"
-+ * FluidSettings|DomainFluidSettings.start_time -> start_time: float "Simulation time of the first blender frame"
++ * FluidSettings|DomainFluidSettings.start_time -> start_time: float "Simulation time of the first blender frame (in seconds)"
+ * FluidSettings|DomainFluidSettings.surface_smoothing -> surface_smooth: float "Amount of surface smoothing. A value of 0 is off, 1 is normal smoothing and more than 1 is extra smoothing"
+ * FluidSettings|DomainFluidSettings.surface_subdivisions -> surface_subdivisions: int "Number of isosurface subdivisions. This is necessary for the inclusion of particles into the surface generation. Warning - can lead to longer computation times!"
+ * FluidSettings|DomainFluidSettings.tracer_particles -> tracer_particles: int "Number of tracer particles to generate"
@@ -890,11 +890,11 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei
+ * FluidSettings|DomainFluidSettings.viscosity_base -> viscosity_base: float "Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)"
+ * FluidSettings|DomainFluidSettings.viscosity_exponent -> viscosity_exponent: int "Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6.)"
+ * FluidSettings|DomainFluidSettings.viscosity_preset -> viscosity_preset: enum "Set viscosity of the fluid to a preset value, or use manual input"
-+ * FluidSettings|FluidFluidSettings.initial_velocity -> initial_velocity: float "Initial velocity of fluid"
++ * 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.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 "Initial velocity of fluid"
++ * 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.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)"
@@ -926,7 +926,7 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei
+ * 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.color -> color: float "Color for all strokes in this layer"
++ * 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.hide -> hide: boolean "Set layer Visibility"
@@ -938,7 +938,7 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei
+ * 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"
+ * GPencilStroke.points -> points: collection, "(read-only) Stroke data points"
-+ * GPencilStrokePoint.co -> co: float "NO DESCRIPTION"
++ * GPencilStrokePoint.co -> co: float[3] "NO DESCRIPTION"
+ * GPencilStrokePoint.pressure -> pressure: float "Pressure of tablet at point when drawing it"
+ * GameObjectSettings.actuators -> actuators: collection, "(read-only) Game engine actuators to act on events"
+ * GameObjectSettings.collision_bounds -> collision_bounds_type: enum "Selects the collision type"
@@ -946,7 +946,7 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei
+ * GameObjectSettings.controllers -> controllers: collection, "(read-only) Game engine controllers to process events, connecting sensor to actuators"
+ * GameObjectSettings.damping -> damping: float "General movement damping"
+ * GameObjectSettings.form_factor -> form_factor: float "Form factor scales the inertia tensor"
-+ * GameObjectSettings.friction_coefficients -> friction_coefficients: float "Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled"
++ * GameObjectSettings.friction_coefficients -> friction_coefficients: float[3] "Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled"
+ * GameObjectSettings.lock_x_axis -> lock_location_x: boolean "Disable simulation of linear motion along the X axis"
+ * GameObjectSettings.lock_y_axis -> lock_location_y: boolean "Disable simulation of linear motion along the Y axis"
+ * GameObjectSettings.lock_z_axis -> lock_location_z: boolean "Disable simulation of linear motion along the Z axis"
@@ -965,9 +965,9 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei
+ * GameObjectSettings.show_sensors -> show_sensors: boolean "Shows sensors for this object in the user interface"
+ * GameObjectSettings.show_state_panel -> show_state_panel: boolean "Show state panel"
+ * GameObjectSettings.soft_body -> soft_body: pointer, "(read-only) Settings for Bullet soft body simulation"
-+ * GameObjectSettings.initial_state -> states_initial: boolean "Initial state when the game starts"
-+ * GameObjectSettings.used_state -> states_used: boolean, "(read-only) States which are being used by controllers"
-+ * GameObjectSettings.visible_state -> states_visible: boolean "State determining which controllers are displayed"
++ * GameObjectSettings.initial_state -> states_initial: boolean[30] "Initial state when the game starts"
++ * GameObjectSettings.used_state -> states_used: boolean[30], "(read-only) States which are being used by controllers"
++ * 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.all_states -> use_all_states: boolean "Set all state bits"
@@ -999,9 +999,9 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei
+ * 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)"
-+ * Header.bl_idname -> bl_idname: string "NO DESCRIPTION"
-+ * Header.bl_space_type -> bl_space_type: enum "NO DESCRIPTION"
-+ * Header.layout -> layout: pointer, "(read-only)"
++ * 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."
+ * Histogram.mode -> mode: enum "Channels to display when drawing the histogram"
+ * ID.library -> library: pointer, "(read-only) Library file the datablock is linked from"
+ * ID.name -> name: string "Unique datablock ID name"
@@ -1010,12 +1010,12 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei
+ * 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"
-+ * IDProperty.double_array -> double_array: float "NO DESCRIPTION"
++ * IDProperty.double_array -> double_array: float[1] "NO DESCRIPTION"
+ * IDProperty.float -> float: float "NO DESCRIPTION"
-+ * IDProperty.float_array -> float_array: float "NO DESCRIPTION"
++ * IDProperty.float_array -> float_array: float[1] "NO DESCRIPTION"
+ * IDProperty.group -> group: pointer, "(read-only)"
+ * IDProperty.int -> int: int "NO DESCRIPTION"
-+ * IDProperty.int_array -> int_array: int "NO DESCRIPTION"
++ * IDProperty.int_array -> int_array: int[1] "NO DESCRIPTION"
+ * IDProperty.string -> string: string "NO DESCRIPTION"
+ * IDPropertyGroup.name -> name: string "Unique name used in the code and scripting"
+ * IDPropertyGroup|NetRenderJob.name -> name: string "NO DESCRIPTION"
@@ -1041,10 +1041,10 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei
+ * IDPropertyGroup|NetRenderSettings.slave_thumb -> use_slave_thumb: boolean "Generate thumbnails on slaves instead of master"
+ * IDPropertyGroup|NetRenderSlave.name -> name: string "NO DESCRIPTION"
+ * IDPropertyGroup|OperatorFileListElement.name -> name: string "the name of a file or directory within a file list"
-+ * IDPropertyGroup|OperatorMousePath.loc -> loc: float "Mouse location"
++ * IDPropertyGroup|OperatorMousePath.loc -> loc: float[2] "Mouse location"
+ * IDPropertyGroup|OperatorMousePath.time -> time: float "Time of mouse location"
-+ * IDPropertyGroup|OperatorStrokeElement.location -> location: float "NO DESCRIPTION"
-+ * IDPropertyGroup|OperatorStrokeElement.mouse -> mouse: float "NO DESCRIPTION"
++ * IDPropertyGroup|OperatorStrokeElement.location -> location: float[3] "NO DESCRIPTION"
++ * IDPropertyGroup|OperatorStrokeElement.mouse -> mouse: float[2] "NO DESCRIPTION"
+ * IDPropertyGroup|OperatorStrokeElement.pen_flip -> pen_flip: boolean "NO DESCRIPTION"
+ * IDPropertyGroup|OperatorStrokeElement.pressure -> pressure: float "Tablet pressure"
+ * IDPropertyGroup|OperatorStrokeElement.time -> time: float "NO DESCRIPTION"
@@ -1064,8 +1064,8 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei
+ * ID|Armature.ghost_size -> ghost_size: int "Frame step for Ghosts (not for On Keyframes Onion-skinning method)"
+ * ID|Armature.ghost_step -> ghost_step: int "Number of frame steps on either side of current frame to show as ghosts (only for Around Current Frame Onion-skinning method)"
+ * ID|Armature.ghost_type -> ghost_type: enum "Method of Onion-skinning for active Action"
-+ * ID|Armature.layer -> layers: boolean "Armature layer visibility"
-+ * ID|Armature.layer_protection -> layers_protected: boolean "Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo"
++ * ID|Armature.layer -> layers: boolean[32] "Armature layer visibility"
++ * ID|Armature.layer_protection -> layers_protected: boolean[32] "Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo"
+ * ID|Armature.pose_position -> pose_position: enum "Show armature in binding pose or final posed state"
+ * ID|Armature.draw_axes -> show_axes: boolean "Draw bone axes"
+ * ID|Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean "Draw bones with their custom shapes"
@@ -1075,20 +1075,20 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei
+ * ID|Armature.auto_ik -> use_auto_ik: boolean "Add temporaral IK constraints while grabbing bones in Pose Mode"
+ * ID|Armature.delay_deform -> use_deform_delay: boolean "Dont deform children when manipulating bones in Pose Mode"
+ * ID|Armature.deform_envelope -> use_deform_envelopes: boolean "Enable Bone Envelopes when defining deform"
-+ * ID|Armature.deform_quaternion -> use_deform_preserve_volume: boolean "Deform rotation interpolation with quaternions"
++ * 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.blend -> blend: enum "Brush blending mode"
+ * ID|Brush.clone_alpha -> clone_alpha: float "Opacity of clone image display"
+ * ID|Brush.clone_image -> clone_image: pointer "Image for clone tool"
-+ * ID|Brush.clone_offset -> clone_offset: float "NO DESCRIPTION"
-+ * ID|Brush.color -> color: float "NO DESCRIPTION"
++ * ID|Brush.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 "Color of cursor when adding"
-+ * ID|Brush.sub_col -> cursor_color_subtract: float "Color of cursor when subtracting"
++ * 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.curve -> curve: pointer, "(read-only) Editable falloff curve"
-+ * ID|Brush.direction -> direction: enum "Mapping type to use for this image in the game engine"
++ * ID|Brush.direction -> direction: enum "NO DESCRIPTION"
+ * ID|Brush.icon_filepath -> icon_filepath: string "File path to brush icon"
+ * ID|Brush.imagepaint_tool -> imagepaint_tool: enum "NO DESCRIPTION"
+ * ID|Brush.jitter -> jitter: float "Jitter the position of the brush while painting"
@@ -1098,11 +1098,11 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei
+ * ID|Brush.rate -> rate: float "Interval between paints for Airbrush"
+ * ID|Brush.sculpt_plane -> sculpt_plane: enum "NO DESCRIPTION"
+ * ID|Brush.sculpt_tool -> sculpt_tool: enum "NO DESCRIPTION"
-+ * ID|Brush.size -> size: int "Diameter of the brush"
++ * ID|Brush.size -> size: int "Radius of the brush in pixels"
+ * ID|Brush.smooth_stroke_factor -> smooth_stroke_factor: float "Higher values give a smoother stroke"
+ * ID|Brush.smooth_stroke_radius -> smooth_stroke_radius: int "Minimum distance from last point before stroke continues"
-+ * ID|Brush.spacing -> spacing: float "Spacing between brush stamps"
-+ * ID|Brush.strength -> strength: float "The amount of pressure on the brush"
++ * ID|Brush.spacing -> spacing: int "Spacing between brush daubs as a percentage of brush diameter"
++ * ID|Brush.strength -> strength: float "How powerful the effect of the brush is when applied"
+ * 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"
@@ -1181,8 +1181,8 @@ ID|Brush.texture_angle_source_no_random -> texture_angle_source_no_random: enu
+ * ID|Curve.draw_normals -> show_normals: boolean "Display 3D curve normals in editmode"
+ * ID|Curve.splines -> splines: collection, "(read-only) Collection of splines in this curve data object"
+ * ID|Curve.taper_object -> taper_object: pointer "Curve object name that defines the taper (width)"
-ID|Curve.texspace_loc -> texspace_location: float "Texture space location"
-+ * ID|Curve.texspace_size -> texspace_size: float "Texture space size"
+ID|Curve.texspace_loc -> texspace_location: float[3] "Texture space location"
++ * ID|Curve.texspace_size -> texspace_size: float[3] "Texture space size"
+ * ID|Curve.twist_mode -> twist_mode: enum "The type of tilt calculation for 3D Curves"
+ * ID|Curve.twist_smooth -> twist_smooth: float "Smoothing iteration for tangents"
+ * ID|Curve.auto_texspace -> use_auto_texspace: boolean "Adjusts active objects texture space automatically when transforming object"
@@ -1195,7 +1195,7 @@ ID|Curve.texspace_loc -> texspace_location: float "Texture space location"
+ * ID|Curve.use_path_follow -> use_path_follow: boolean "Make curve path children to rotate along the path"
+ * ID|Curve.use_radius -> use_radius: boolean "Option for paths: apply the curve radius with path following it and deforming"
+ * ID|Curve.use_stretch -> use_stretch: boolean "Option for curve-deform: makes deformed child to stretch along entire path"
-+ * ID|Curve.use_time_offset -> use_time_offset: boolean "Children will use Time Offset value as path distance offset"
++ * ID|Curve.use_time_offset -> use_time_offset: boolean "Children will use TimeOffs value as path distance offset"
+ * ID|Curve|SurfaceCurve.map_along_length -> use_map_on_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box"
MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: int "NO DESCRIPTION"
+ * ID|Curve|TextCurve.spacemode -> align: enum "Text align from the object center"
@@ -1221,12 +1221,12 @@ MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: in
+ * ID|GreasePencil.draw_mode -> draw_mode: enum "NO DESCRIPTION"
+ * ID|GreasePencil.layers -> layers: collection, "(read-only)"
+ * ID|GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean "Only use the first and last parts of the stroke for snapping"
-+ * ID|Group.dupli_offset -> dupli_offset: float "Offset from the origin to use when instancing as DupliGroup"
-+ * ID|Group.layer -> layers: boolean "Layers visible when this groups is instanced as a dupli"
++ * ID|Group.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.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"
-+ * ID|Image.display_aspect -> display_aspect: float "Display Aspect for this image, does not affect rendering"
++ * ID|Image.display_aspect -> display_aspect: float[2] "Display Aspect for this image, does not affect rendering"
+ * ID|Image.field_order -> field_order: enum "Order of video fields. Select which lines are displayed first"
+ * ID|Image.file_format -> file_format: enum "Format used for re-saving this file"
+ * ID|Image.filepath -> filepath: string "Image/Movie file name"
@@ -1241,7 +1241,7 @@ MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: in
+ * ID|Image.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, "(read-only) Width and height in pixels, zero when image data cant be loaded"
++ * ID|Image.size -> size: int[2], "(read-only) Width and height in pixels, zero when image data cant be loaded"
+ * ID|Image.source -> source: enum "Where the image comes from"
+ * ID|Image.tiles_x -> tiles_x: int "Degree of repetition in the X direction"
+ * ID|Image.tiles_y -> tiles_y: int "Degree of repetition in the Y direction"
@@ -1261,7 +1261,7 @@ MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: in
+ * ID|Lamp.active_texture -> active_texture: pointer "Active texture slot being displayed"
+ * ID|Lamp.active_texture_index -> active_texture_index: int "Index of active texture slot"
+ * ID|Lamp.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock"
-+ * ID|Lamp.color -> color: float "Light color"
++ * ID|Lamp.color -> color: float[3] "Light color"
+ * ID|Lamp.distance -> distance: float "Falloff distance - the light is at half the original intensity at this point"
+ * ID|Lamp.energy -> energy: float "Amount of light that the lamp emits"
+ * ID|Lamp.texture_slots -> texture_slots: collection, "(read-only) Texture slots defining the mapping and influence of textures"
@@ -1272,7 +1272,7 @@ MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: in
+ * ID|Lamp.specular -> use_specular: boolean "Lamp creates specular highlights"
+ * ID|Lamp|AreaLamp.gamma -> gamma: float "Light gamma correction value"
+ * ID|Lamp|AreaLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)"
-+ * ID|Lamp|AreaLamp.shadow_color -> shadow_color: float "Color of shadows cast by the lamp"
++ * ID|Lamp|AreaLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp"
+ * ID|Lamp|AreaLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with"
+ * ID|Lamp|AreaLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower"
+ * ID|Lamp|AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x: int "Amount of samples taken extra (samples x samples)"
@@ -1291,7 +1291,7 @@ MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: in
+ * ID|Lamp|PointLamp.linear_attenuation -> linear_attenuation: float "Linear distance attenuation"
+ * ID|Lamp|PointLamp.quadratic_attenuation -> quadratic_attenuation: float "Quadratic distance attenuation"
+ * ID|Lamp|PointLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)"
-+ * ID|Lamp|PointLamp.shadow_color -> shadow_color: float "Color of shadows cast by the lamp"
++ * ID|Lamp|PointLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp"
+ * ID|Lamp|PointLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with"
+ * ID|Lamp|PointLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower"
+ * ID|Lamp|PointLamp.shadow_ray_samples -> shadow_ray_samples: int "Amount of samples taken extra (samples x samples)"
@@ -1314,7 +1314,7 @@ MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: in
+ * ID|Lamp|SpotLamp.shadow_buffer_size -> shadow_buffer_size: int "Resolution of the shadow buffer, higher values give crisper shadows but use more memory"
+ * ID|Lamp|SpotLamp.shadow_buffer_soft -> shadow_buffer_soft: float "Size of shadow buffer sampling area"
+ * ID|Lamp|SpotLamp.shadow_buffer_type -> shadow_buffer_type: enum "Type of shadow buffer"
-+ * ID|Lamp|SpotLamp.shadow_color -> shadow_color: float "Color of shadows cast by the lamp"
++ * ID|Lamp|SpotLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp"
+ * ID|Lamp|SpotLamp.shadow_filter_type -> shadow_filter_type: enum "Type of shadow filter (Buffer Shadows)"
+ * ID|Lamp|SpotLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with"
+ * ID|Lamp|SpotLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower"
@@ -1332,7 +1332,7 @@ MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: in
+ * ID|Lamp|SpotLamp.sphere -> use_sphere: boolean "Sets light intensity to zero beyond lamp distance"
+ * ID|Lamp|SpotLamp.square -> use_square: boolean "Casts a square spot light shape"
+ * ID|Lamp|SunLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)"
-+ * ID|Lamp|SunLamp.shadow_color -> shadow_color: float "Color of shadows cast by the lamp"
++ * ID|Lamp|SunLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp"
+ * ID|Lamp|SunLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with"
+ * ID|Lamp|SunLamp.shadow_ray_samples -> shadow_ray_samples: int "Amount of samples taken extra (samples x samples)"
+ * ID|Lamp|SunLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower"
@@ -1344,9 +1344,9 @@ MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: in
+ * ID|Lattice.interpolation_type_v -> interpolation_type_v: enum "NO DESCRIPTION"
+ * ID|Lattice.interpolation_type_w -> interpolation_type_w: enum "NO DESCRIPTION"
+ * ID|Lattice.points -> points: collection, "(read-only) Points of the lattice"
-+ * ID|Lattice.points_u -> points_u: int "Points in U direction"
-+ * ID|Lattice.points_v -> points_v: int "Points in V direction"
-+ * ID|Lattice.points_w -> points_w: int "Points in W direction"
++ * ID|Lattice.points_u -> points_u: int "Points in U direction (cant be changed when there are shape keys)"
++ * 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.vertex_group -> vertex_group: string "Vertex group to apply the influence of the lattice"
@@ -1359,7 +1359,7 @@ MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: in
+ * ID|Material.ambient -> ambient: float "Amount of global ambient color the material receives"
+ * ID|Material.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock"
+ * ID|Material.darkness -> darkness: float "Minnaert darkness"
-+ * ID|Material.diffuse_color -> diffuse_color: float "NO DESCRIPTION"
++ * ID|Material.diffuse_color -> diffuse_color: float[3] "NO DESCRIPTION"
+ * ID|Material.diffuse_fresnel -> diffuse_fresnel: float "Power of Fresnel"
+ * ID|Material.diffuse_fresnel_factor -> diffuse_fresnel_factor: float "Blending factor of Fresnel"
+ * ID|Material.diffuse_intensity -> diffuse_intensity: float "Amount of diffuse reflection"
@@ -1374,7 +1374,7 @@ MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: in
+ * ID|Material.halo -> halo: pointer, "(read-only) Halo settings for the material"
+ * ID|Material.invert_z -> invert_z: boolean "Renders materials faces with an inverted Z buffer (scanline only)"
+ * ID|Material.light_group -> light_group: pointer "Limit lighting to lamps in this Group"
-+ * ID|Material.mirror_color -> mirror_color: float "Mirror color of the material"
++ * ID|Material.mirror_color -> mirror_color: float[3] "Mirror color of the material"
+ * ID|Material.node_tree -> node_tree: pointer, "(read-only) Node tree for node based materials"
+ * ID|Material.z_offset -> offset_z: float "Gives faces an artificial offset in the Z buffer for Z transparency"
+ * ID|Material.physics -> physics: pointer, "(read-only) Game physics settings"
@@ -1386,7 +1386,7 @@ MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: in
+ * ID|Material.shadow_casting_alpha -> shadow_cast_alpha: float "Shadow casting alpha, in use for Irregular and Deep shadow buffer"
+ * ID|Material.shadow_ray_bias -> shadow_ray_bias: float "Shadow raytracing bias to prevent terminator problems on shadow boundary"
+ * ID|Material.specular_alpha -> specular_alpha: float "Alpha transparency for specular areas"
-+ * ID|Material.specular_color -> specular_color: float "Specular color of the material"
++ * ID|Material.specular_color -> specular_color: float[3] "Specular color of the material"
+ * ID|Material.specular_hardness -> specular_hard: int "NO DESCRIPTION"
+ * ID|Material.specular_intensity -> specular_intensity: float "NO DESCRIPTION"
+ * ID|Material.specular_ior -> specular_ior: float "NO DESCRIPTION"
@@ -1424,7 +1424,7 @@ MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: in
+ * ID|Material.use_sky -> use_sky: boolean "Renders this material with zero alpha, with sky background in place (scanline only)"
+ * ID|Material.use_specular_ramp -> use_specular_ramp: boolean "Toggle specular ramp operations"
+ * ID|Material.tangent_shading -> use_tangent_shading: boolean "Use the materials tangent vector instead of the normal for shading - for anisotropic shading effects"
-+ * ID|Material.use_textures -> use_textures: boolean "Enable/Disable each texture"
++ * ID|Material.use_textures -> use_textures: boolean[18] "Enable/Disable each texture"
+ * ID|Material.transparency -> use_transparency: boolean "Render material as transparent"
+ * ID|Material.receive_transparent_shadows -> use_transparent_shadows: boolean "Allow this object to receive transparent shadows casted through other objects"
+ * ID|Material.vertex_color_light -> use_vertex_color_light: boolean "Add vertex colors as additional lighting"
@@ -1450,16 +1450,16 @@ MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: in
+ * ID|Mesh.draw_seams -> show_edge_seams: boolean "Displays UV unwrapping seams"
+ * ID|Mesh.draw_sharp -> show_edge_sharp: boolean "Displays sharp edges, used with the EdgeSplit modifier"
+ * ID|Mesh.draw_edges -> show_edges: boolean "Displays selected edges using highlights in the 3D view and UV editor"
-+ * ID|Mesh.draw_edge_angle -> show_extra_edge_angle: boolean "Displays the angles in the selected edges in degrees"
++ * ID|Mesh.draw_edge_angle -> show_extra_edge_angle: boolean "Displays the angles in the selected edges in degrees, Using global values when set in the transform panel"
+ * ID|Mesh.draw_edge_length -> show_extra_edge_length: boolean "Displays selected edge lengths, Using global values when set in the transform panel"
-+ * ID|Mesh.draw_face_area -> show_extra_face_area: boolean "Displays the area of selected faces"
++ * ID|Mesh.draw_face_area -> show_extra_face_area: boolean "Displays the area of selected faces, Using global values when set in the transform panel"
+ * ID|Mesh.draw_faces -> show_faces: boolean "Displays all faces as shades in the 3D view and UV editor"
+ * ID|Mesh.draw_normals -> show_normal_face: boolean "Displays face normals as lines"
+ * ID|Mesh.draw_vertex_normals -> show_normal_vertex: boolean "Displays vertex normals as lines"
+ * ID|Mesh.sticky -> sticky: collection, "(read-only) Sticky texture coordinates"
+ * ID|Mesh.texco_mesh -> texco_mesh: pointer "Derive texture coordinates from another mesh"
-+ * ID|Mesh.texspace_loc -> texspace_location: float "Texture space location"
-+ * ID|Mesh.texspace_size -> texspace_size: float "Texture space size"
++ * ID|Mesh.texspace_loc -> texspace_location: float[3] "Texture space location"
++ * ID|Mesh.texspace_size -> texspace_size: float[3] "Texture space size"
+ * ID|Mesh.texture_mesh -> texture_mesh: pointer "Use another mesh for texture indices (vertex indices must be aligned)"
+ * ID|Mesh.total_edge_sel -> total_edge_sel: int, "(read-only) Selected edge count in editmode"
+ * ID|Mesh.total_face_sel -> total_face_sel: int, "(read-only) Selected face count in editmode"
@@ -1481,8 +1481,8 @@ TODO MOVE TO ELEMENTS * ID|MetaBall.active_element -> active_element: pointer,
+ * ID|MetaBall.elements -> elements: collection, "(read-only) Meta elements"
+ * ID|MetaBall.materials -> materials: collection, "(read-only)"
+ * ID|MetaBall.render_size -> render_detail: float "Polygonization resolution in rendering"
-+ * ID|MetaBall.texspace_loc -> texspace_location: float "Texture space location"
-+ * ID|MetaBall.texspace_size -> texspace_size: float "Texture space size"
++ * 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.auto_texspace -> use_auto_texspace: boolean "Adjusts active objects texture space automatically when transforming object"
@@ -1500,16 +1500,16 @@ TODO MOVE TO ELEMENTS * ID|MetaBall.active_element -> active_element: pointer,
+ * ID|Object.active_vertex_group_index -> active_vertex_group_index: int "Active index in vertex group array"
+ * ID|Object.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock"
+ * ID|Object.animation_visualisation -> animation_visualisation: pointer, "(read-only) Animation data for this datablock"
-+ * ID|Object.bound_box -> bound_box: float, "(read-only) Objects bound box in object-space coordinates"
++ * ID|Object.bound_box -> bound_box: float[24], "(read-only) Objects bound box in object-space coordinates"
+ * ID|Object.collision -> collision: pointer, "(read-only) Settings for using the objects as a collider in physics simulation"
-+ * ID|Object.color -> color: float "Object color and alpha, used when faces have the ObColor mode enabled"
++ * ID|Object.color -> color: float[4] "Object color and alpha, used when faces have the ObColor mode enabled"
+ * ID|Object.constraints -> constraints: collection, "(read-only) Constraints affecting the transformation of the object"
+ * ID|Object.data -> data: pointer "Object data"
-+ * ID|Object.delta_location -> delta_location: float "Extra translation added to the location of the object"
-+ * ID|Object.delta_rotation_euler -> delta_rotation_euler: float "Extra rotation added to the rotation of the object (when using Euler rotations)"
-+ * ID|Object.delta_rotation_quaternion -> delta_rotation_quaternion: float "Extra rotation added to the rotation of the object (when using Quaternion rotations)"
-+ * ID|Object.delta_scale -> delta_scale: float "Extra scaling added to the scale of the object"
-+ * ID|Object.dimensions -> dimensions: float "Absolute bounding box dimensions of the object"
++ * ID|Object.delta_location -> delta_location: float[3] "Extra translation added to the location of the object"
++ * ID|Object.delta_rotation_euler -> delta_rotation_euler: float[3] "Extra rotation added to the rotation of the object (when using Euler rotations)"
++ * ID|Object.delta_rotation_quaternion -> delta_rotation_quaternion: float[4] "Extra rotation added to the rotation of the object (when using Quaternion rotations)"
++ * ID|Object.delta_scale -> delta_scale: float[3] "Extra scaling added to the scale of the object"
++ * ID|Object.dimensions -> dimensions: float[3] "Absolute bounding box dimensions of the object"
+ * ID|Object.draw_bounds_type -> draw_bounds_type: enum "Object boundary display type"
+ * ID|Object.max_draw_type -> draw_type: enum "Maximum draw type to display object with in viewport"
+ * ID|Object.dupli_faces_scale -> dupli_faces_scale: float "Scale the DupliFace objects"
@@ -1529,34 +1529,34 @@ TODO MOVE TO ELEMENTS * ID|MetaBall.active_element -> active_element: pointer,
+ * 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.layers -> layers: boolean "Layers the object is on"
-+ * ID|Object.location -> location: float "Location of the object"
-+ * ID|Object.lock_location -> lock_location: boolean "Lock editing of location in the interface"
-+ * ID|Object.lock_rotation -> lock_rotation: boolean "Lock editing of rotation in the interface"
++ * ID|Object.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"
++ * ID|Object.lock_rotation -> lock_rotation: boolean[3] "Lock editing of rotation in the interface"
+ * ID|Object.lock_rotation_w -> lock_rotation_w: boolean "Lock editing of angle component of four-component rotations in the interface"
+ * ID|Object.lock_rotations_4d -> lock_rotations_4d: boolean "Lock editing of four component rotations by components (instead of as Eulers)"
-+ * ID|Object.lock_scale -> lock_scale: boolean "Lock editing of scale in the interface"
++ * ID|Object.lock_scale -> lock_scale: boolean[3] "Lock editing of scale in the interface"
+ * ID|Object.material_slots -> material_slots: collection, "(read-only) Material slots in the object"
-+ * ID|Object.matrix_local -> matrix_local: float "Parent relative transformation matrix"
-+ * ID|Object.matrix_world -> matrix_world: float "Worldspace transformation matrix"
++ * ID|Object.matrix_local -> matrix_local: float[16] "Parent relative transformation matrix"
++ * ID|Object.matrix_world -> matrix_world: float[16] "Worldspace transformation matrix"
+ * ID|Object.mode -> mode: enum, "(read-only) Object interaction mode"
+ * ID|Object.modifiers -> modifiers: collection, "(read-only) Modifiers affecting the geometric data of the object"
+ * ID|Object.motion_path -> motion_path: pointer, "(read-only) Motion Path for this element"
+ * ID|Object.parent -> parent: pointer "Parent Object"
+ * ID|Object.parent_bone -> parent_bone: string "Name of parent bone in case of a bone parenting relation"
+ * ID|Object.parent_type -> parent_type: enum "Type of parent relation"
-+ * ID|Object.parent_vertices -> parent_verts: int, "(read-only) Indices of vertices in cases of a vertex parenting relation"
++ * ID|Object.parent_vertices -> parent_verts: int[3], "(read-only) Indices of vertices in cases of a vertex parenting relation"
+ * ID|Object.particle_systems -> particle_systems: collection, "(read-only) Particle systems emitted from the object"
+ * ID|Object.pass_index -> pass_index: int "Index # for the IndexOB render pass"
+ * ID|Object.pose -> pose: pointer, "(read-only) Current pose for armatures"
+ * ID|Object.pose_library -> pose_library: pointer, "(read-only) Action used as a pose library for armatures"
+ * ID|Object.proxy -> proxy: pointer, "(read-only) Library object this proxy object controls"
+ * ID|Object.proxy_group -> proxy_group: pointer, "(read-only) Library group duplicator object this proxy object controls"
-+ * ID|Object.rotation_axis_angle -> rotation_axis_angle: float "Angle of Rotation for Axis-Angle rotation representation"
-+ * ID|Object.rotation_euler -> rotation_euler: float "Rotation in Eulers"
++ * ID|Object.rotation_axis_angle -> rotation_axis_angle: float[4] "Angle of Rotation for Axis-Angle rotation representation"
++ * ID|Object.rotation_euler -> rotation_euler: float[3] "Rotation in Eulers"
+ * ID|Object.rotation_mode -> rotation_mode: enum "NO DESCRIPTION"
-+ * ID|Object.rotation_quaternion -> rotation_quaternion: float "Rotation in Quaternions"
-+ * ID|Object.scale -> scale: float "Scaling of the object"
++ * ID|Object.rotation_quaternion -> rotation_quaternion: float[4] "Rotation in Quaternions"
++ * ID|Object.scale -> scale: float[3] "Scaling of the object"
+ * ID|Object.select -> select: boolean "Object selection state"
+ * ID|Object.draw_axis -> show_axis: boolean "Displays the objects origin and axis"
+ * ID|Object.draw_bounds -> show_bounds: boolean "Displays the objects bounds"
@@ -1593,7 +1593,7 @@ TODO MOVE TO ELEMENTS * ID|MetaBall.active_element -> active_element: pointer,
+ * ID|ParticleSettings.billboard_align -> billboard_align: enum "In respect to what the billboards are aligned"
+ * ID|ParticleSettings.billboard_animation -> billboard_animation: enum "How to animate billboard textures"
+ * ID|ParticleSettings.billboard_object -> billboard_object: pointer "Billboards face this object (default is active camera)"
-+ * ID|ParticleSettings.billboard_offset -> billboard_offset: float "NO DESCRIPTION"
++ * ID|ParticleSettings.billboard_offset -> billboard_offset: float[2] "NO DESCRIPTION"
+ * ID|ParticleSettings.billboard_split_offset -> billboard_offset_split: enum "How to offset billboard textures"
+ * ID|ParticleSettings.billboard_tilt -> billboard_tilt: float "Tilt of the billboards"
+ * ID|ParticleSettings.billboard_random_tilt -> billboard_tilt_random: float "Random tilt of the billboards"
@@ -1653,7 +1653,7 @@ TODO MOVE TO ELEMENTS * ID|MetaBall.active_element -> active_element: pointer,
+ * ID|ParticleSettings.mass -> mass: float "Specify the mass of the particles"
+ * ID|ParticleSettings.material -> material: int "Specify material used for the particles"
+ * ID|ParticleSettings.normal_factor -> normal_factor: float "Let the surface normal give the particle a starting speed"
-+ * ID|ParticleSettings.object_aligned_factor -> object_align_factor: float "Let the emitter object orientation give the particle a starting speed"
++ * ID|ParticleSettings.object_aligned_factor -> object_align_factor: float[3] "Let the emitter object orientation give the particle a starting speed"
+ * ID|ParticleSettings.object_factor -> object_factor: float "Let the object give the particle a starting speed"
+ * ID|ParticleSettings.particle_factor -> particle_factor: float "Let the target particle give the particle a starting speed"
+ * ID|ParticleSettings.particle_size -> particle_size: float "The size of the particles"
@@ -1709,7 +1709,7 @@ TODO MOVE TO ELEMENTS * ID|MetaBall.active_element -> active_element: pointer,
+ * ID|ParticleSettings.parent -> use_parent_particles: boolean "Render parent particles"
+ * ID|ParticleSettings.react_multiple -> use_react_multiple: boolean "React multiple times"
+ * ID|ParticleSettings.react_start_end -> use_react_start_end: boolean "Give birth to unreacted particles eventually"
-+ * ID|ParticleSettings.render_adaptive -> use_render_adaptive: boolean "Use adapative rendering for paths"
++ * ID|ParticleSettings.render_adaptive -> use_render_adaptive: boolean "Draw steps of the particle path"
+ * ID|ParticleSettings.emitter -> use_render_emitter: boolean "Render emitter Object also"
+ * ID|ParticleSettings.self_effect -> use_self_effect: boolean "Particle effectors effect themselves"
+ * ID|ParticleSettings.enable_simplify -> use_simplify: boolean "Remove child strands as the object becomes smaller on the screen"
@@ -1730,7 +1730,7 @@ TODO MOVE TO ELEMENTS * ID|MetaBall.active_element -> active_element: pointer,
+ * 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.camera -> camera: pointer "Active camera used for rendering the scene"
-+ * ID|Scene.cursor_location -> cursor_location: float "3D cursor location"
++ * ID|Scene.cursor_location -> cursor_location: float[3] "3D cursor location"
+ * ID|Scene.frame_current -> frame_current: int "NO DESCRIPTION"
+ * ID|Scene.frame_end -> frame_end: int "Final frame of the playback/rendering range"
+ * ID|Scene.preview_range_frame_end -> frame_preview_end: int "Alternative end frame for UI playback"
@@ -1738,12 +1738,12 @@ TODO MOVE TO ELEMENTS * ID|MetaBall.active_element -> active_element: pointer,
+ * ID|Scene.frame_start -> frame_start: int "First frame of the playback/rendering range"
+ * ID|Scene.frame_step -> frame_step: int "Number of frames to skip forward while rendering/playing back each frame"
+ * ID|Scene.game_data -> game_settings: pointer, "(read-only)"
-+ * ID|Scene.gravity -> gravity: float "Constant acceleration in a given direction"
++ * ID|Scene.gravity -> gravity: float[3] "Constant acceleration in a given direction"
+ * ID|Scene.grease_pencil -> grease_pencil: pointer "Grease Pencil datablock"
+ * ID|Scene.nla_tweakmode_on -> is_nla_tweakmode: boolean, "(read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only"
+ * ID|Scene.keying_sets -> keying_sets: collection, "(read-only) Absolute Keying Sets for this Scene"
+ * ID|Scene.all_keying_sets -> keying_sets_all: collection, "(read-only) All Keying Sets available for use (builtins and Absolute Keying Sets for this Scene)"
-+ * ID|Scene.layers -> layers: boolean "Layers visible when rendering the scene"
++ * 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)"
@@ -1903,11 +1903,11 @@ TODO, move into collectin * ID|WindowManager.active_keyconfig -> active_keyconfi
+ * ID|WindowManager.windows -> windows: collection, "(read-only) Open windows"
+ * ID|World.active_texture -> active_texture: pointer "Active texture slot being displayed"
+ * ID|World.active_texture_index -> active_texture_index: int "Index of active texture slot"
-+ * ID|World.ambient_color -> ambient_color: float "NO DESCRIPTION"
++ * ID|World.ambient_color -> ambient_color: float[3] "NO DESCRIPTION"
+ * ID|World.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock"
+ * ID|World.range -> color_range: float "The color range that will be mapped to 0-1"
+ * ID|World.exposure -> exposure: float "Amount of exponential color correction for light"
-+ * ID|World.horizon_color -> horizon_color: float "Color at the horizon"
++ * ID|World.horizon_color -> horizon_color: float[3] "Color at the horizon"
+ * ID|World.lighting -> light_settings: pointer, "(read-only) World lighting settings"
+ * ID|World.mist -> mist_settings: pointer, "(read-only) World mist settings"
+ * ID|World.stars -> star_settings: pointer, "(read-only) World stars settings"
@@ -1915,7 +1915,7 @@ TODO, move into collectin * ID|WindowManager.active_keyconfig -> active_keyconfi
+ * ID|World.blend_sky -> use_sky_blend: boolean "Render background with natural progression from horizon to zenith"
+ * ID|World.paper_sky -> use_sky_paper: boolean "Flatten blend or texture coordinates"
+ * ID|World.real_sky -> use_sky_real: boolean "Render background with a real horizon, relative to the camera angle"
-+ * ID|World.zenith_color -> zenith_color: float "Color at the zenith"
++ * ID|World.zenith_color -> zenith_color: float[3] "Color at the zenith"
+ * IKParam.ik_solver -> ik_solver: enum, "(read-only) IK solver for which these parameters are defined, 0 for Legacy, 1 for iTaSC"
+ * IKParam|Itasc.dampmax -> dampimg_max: float "Maximum damping coefficient when singular value is nearly 0. Higher values=more stability, less reactivity. Default=0.5"
+ * IKParam|Itasc.dampeps -> damping_epsilon: float "Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1"
@@ -1965,10 +1965,10 @@ TODO * KeyMapItem.propvalue -> propvalue: enum "The value this event translat
+ * KeyMapItem.expanded -> show_expanded: boolean "Show key map event and property details in the user interface"
+ * KeyMapItem.type -> type: enum "Type of event"
+ * KeyMapItem.value -> value: enum "NO DESCRIPTION"
-+ * Keyframe.co -> co: float "Coordinates of the control point"
-+ * Keyframe.handle1 -> handle_left: float "Coordinates of the first handle"
++ * Keyframe.co -> co: float[2] "Coordinates of the control point"
++ * Keyframe.handle1 -> handle_left: float[2] "Coordinates of the first handle"
+ * Keyframe.handle1_type -> handle_left_type: enum "Handle types"
-+ * Keyframe.handle2 -> handle_right: float "Coordinates of the second handle"
++ * Keyframe.handle2 -> handle_right: float[2] "Coordinates of the second handle"
+ * Keyframe.handle2_type -> handle_right_type: enum "Handle types"
+ * Keyframe.interpolation -> interpolation: enum "Interpolation method to use for segment of the curve from this Keyframe until the next Keyframe"
+ * Keyframe.select_control_point -> select_control_point: boolean "Control point selection status"
@@ -2015,8 +2015,8 @@ TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Acti
+ * LampSkySettings.sun_size -> sun_size: float "Sun size"
+ * LampSkySettings.use_atmosphere -> use_atmosphere: boolean "Apply sun effect on atmosphere"
+ * LampSkySettings.use_sky -> use_sky: boolean "Apply sun effect on sky"
-+ * LatticePoint.co -> co: float, "(read-only)"
-+ * LatticePoint.deformed_co -> co_deform: float "NO DESCRIPTION"
++ * LatticePoint.co -> co: float[3], "(read-only)"
++ * LatticePoint.deformed_co -> 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"
@@ -2115,12 +2115,12 @@ TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Acti
+ * MaterialStrand.uv_layer -> uv_layer: string "Name of UV layer to override"
+ * MaterialStrand.width_fade -> width_fade: float "Transparency along the width of the strand"
+ * MaterialSubsurfaceScattering.back -> back: float "Back scattering weight"
-+ * MaterialSubsurfaceScattering.color -> color: float "Scattering color"
++ * MaterialSubsurfaceScattering.color -> color: float[3] "Scattering color"
+ * MaterialSubsurfaceScattering.color_factor -> color_factor: float "Blend factor for SSS colors"
+ * MaterialSubsurfaceScattering.error_tolerance -> error_threshold: float "Error tolerance (low values are slower and higher quality)"
+ * MaterialSubsurfaceScattering.front -> front: float "Front scattering weight"
+ * MaterialSubsurfaceScattering.ior -> ior: float "Index of refraction (higher values are denser)"
-+ * MaterialSubsurfaceScattering.radius -> radius: float "Mean red/green/blue scattering path length"
++ * 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"
@@ -2130,26 +2130,26 @@ TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Acti
+ * MaterialVolume.density_scale -> density_scale: float "Multiplier for the materials density"
+ * MaterialVolume.depth_cutoff -> depth_threshold: float "Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy"
+ * MaterialVolume.emission -> emission: float "Amount of light that gets emitted by the volume"
-+ * MaterialVolume.emission_color -> emission_color: float "NO DESCRIPTION"
++ * MaterialVolume.emission_color -> emission_color: float[3] "NO DESCRIPTION"
+ * MaterialVolume.lighting_mode -> light_mode: enum "Method of shading, attenuating, and scattering light through the volume"
+ * MaterialVolume.ms_diffusion -> ms_diffusion: float "Diffusion factor, the strength of the blurring effect"
+ * MaterialVolume.ms_intensity -> ms_intensity: float "Multiplier for multiple scattered light energy"
+ * MaterialVolume.ms_spread -> ms_spread: float "Proportional distance over which the light is diffused"
+ * MaterialVolume.reflection -> reflection: float "Multiplier to make out-scattered light brighter or darker (non-physically correct)"
-+ * MaterialVolume.reflection_color -> reflection_color: float "Colour of light scattered out of the volume (does not affect transmission)"
++ * MaterialVolume.reflection_color -> reflection_color: float[3] "Colour of light scattered out of the volume (does not affect transmission)"
+ * MaterialVolume.scattering -> scattering: float "Amount of light that gets scattered out by the volume - the more out-scattering, the shallower the light will penetrate"
+ * MaterialVolume.step_calculation -> step_method: enum "Method of calculating the steps through the volume"
+ * MaterialVolume.step_size -> step_size: float "Distance between subsequent volume depth samples"
-+ * MaterialVolume.transmission_color -> transmission_color: float "Result color of the volume, after other light has been scattered/absorbed"
++ * MaterialVolume.transmission_color -> transmission_color: float[3] "Result color of the volume, after other light has been scattered/absorbed"
+ * MaterialVolume.external_shadows -> use_external_shadows: boolean "Receive shadows from sources outside the volume (temporary)"
+ * MaterialVolume.light_cache -> use_light_cache: boolean "Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy"
-+ * Menu.bl_idname -> bl_idname: string "NO DESCRIPTION"
-+ * Menu.bl_label -> bl_label: string "NO DESCRIPTION"
-+ * Menu.layout -> layout: pointer, "(read-only)"
-+ * MeshColor.color1 -> color1: float "NO DESCRIPTION"
-+ * MeshColor.color2 -> color2: float "NO DESCRIPTION"
-+ * MeshColor.color3 -> color3: float "NO DESCRIPTION"
-+ * MeshColor.color4 -> color4: float "NO DESCRIPTION"
++ * Menu.bl_idname -> bl_idname: string "If this is set, the menu gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is OBJECT_MT_hello, and bl_idname is not set by the script, then bl_idname = OBJECT_MT_hello"
++ * Menu.bl_label -> bl_label: string "The menu label"
++ * Menu.layout -> layout: pointer, "(read-only) Defines the structure of the menu in the UI."
++ * MeshColor.color1 -> color1: float[3] "NO DESCRIPTION"
++ * MeshColor.color2 -> color2: float[3] "NO DESCRIPTION"
++ * MeshColor.color3 -> color3: float[3] "NO DESCRIPTION"
++ * MeshColor.color4 -> color4: float[3] "NO DESCRIPTION"
+ * MeshColorLayer.active -> active: boolean "Sets the layer as active for display and editing"
+ * MeshColorLayer.active_render -> active_render: boolean "Sets the layer as active for rendering"
+ * MeshColorLayer.data -> data: collection, "(read-only)"
@@ -2163,16 +2163,16 @@ TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Acti
+ * 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.verts -> verts: int "Vertex indices"
++ * MeshEdge.verts -> verts: int[2] "Vertex indices"
+ * MeshFace.area -> area: float, "(read-only) read only area of the face"
+ * MeshFace.hide -> hide: boolean "NO DESCRIPTION"
+ * MeshFace.index -> index: int, "(read-only) Index number of the vertex"
+ * MeshFace.material_index -> material_index: int "NO DESCRIPTION"
-+ * MeshFace.normal -> normal: float, "(read-only) local space unit length normal vector for this face"
++ * 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.verts -> verts: int "Vertex indices"
-+ * MeshFace.verts_raw -> verts_raw: int "Fixed size vertex indices array"
++ * MeshFace.verts -> verts: int[4] "Vertex indices"
++ * MeshFace.verts_raw -> verts_raw: int[4] "Fixed size vertex indices array"
+ * MeshFaces.active -> active: int "The active face for this mesh"
+ * MeshFaces.active_tface -> active_tface: pointer, "(read-only) Active Texture Face"
+ * MeshFloatProperty.value -> value: float "NO DESCRIPTION"
@@ -2181,15 +2181,15 @@ TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Acti
+ * MeshIntProperty.value -> value: int "NO DESCRIPTION"
+ * MeshIntPropertyLayer.data -> data: collection, "(read-only)"
+ * MeshIntPropertyLayer.name -> name: string "NO DESCRIPTION"
-+ * MeshSticky.co -> co: float "Sticky texture coordinate location"
++ * MeshSticky.co -> co: float[2] "Sticky texture coordinate location"
+ * MeshStringProperty.value -> value: string "NO DESCRIPTION"
+ * MeshStringPropertyLayer.data -> data: collection, "(read-only)"
+ * MeshStringPropertyLayer.name -> name: string "NO DESCRIPTION"
+ * MeshTextureFace.transp -> alpha_mode: enum "Transparency blending mode"
+ * MeshTextureFace.invisible -> hide: boolean "Make face invisible"
+ * MeshTextureFace.image -> image: pointer "NO DESCRIPTION"
-+ * MeshTextureFace.uv_pinned -> pin_uv: boolean "NO DESCRIPTION"
-+ * MeshTextureFace.select_uv -> select_uv: boolean "NO DESCRIPTION"
++ * MeshTextureFace.uv_pinned -> pin_uv: boolean[4] "NO DESCRIPTION"
++ * MeshTextureFace.select_uv -> select_uv: boolean[4] "NO DESCRIPTION"
+ * MeshTextureFace.alpha_sort -> use_alpha_sort: boolean "Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)"
+ * MeshTextureFace.billboard -> use_billboard: boolean "Billboard with Z-axis constraint"
+ * MeshTextureFace.text -> use_bitmap_text: boolean "Enable bitmap text on face"
@@ -2201,28 +2201,28 @@ TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Acti
+ * MeshTextureFace.shadow -> use_shadow_face: boolean "Face is used for shadow"
+ * MeshTextureFace.tex -> use_texture: boolean "Render face with texture"
+ * MeshTextureFace.twoside -> use_twoside: boolean "Render face two-sided"
-+ * MeshTextureFace.uv -> uv: float "NO DESCRIPTION"
-+ * MeshTextureFace.uv1 -> uv1: float "NO DESCRIPTION"
-+ * MeshTextureFace.uv2 -> uv2: float "NO DESCRIPTION"
-+ * MeshTextureFace.uv3 -> uv3: float "NO DESCRIPTION"
-+ * MeshTextureFace.uv4 -> uv4: float "NO DESCRIPTION"
-+ * MeshTextureFace.uv_raw -> uv_raw: float "Fixed size UV coordinates array"
++ * MeshTextureFace.uv -> uv: float[8] "NO DESCRIPTION"
++ * MeshTextureFace.uv1 -> uv1: float[2] "NO DESCRIPTION"
++ * MeshTextureFace.uv2 -> uv2: float[2] "NO DESCRIPTION"
++ * MeshTextureFace.uv3 -> uv3: float[2] "NO DESCRIPTION"
++ * MeshTextureFace.uv4 -> uv4: float[2] "NO DESCRIPTION"
++ * MeshTextureFace.uv_raw -> uv_raw: float[8] "Fixed size UV coordinates array"
+ * MeshTextureFaceLayer.active -> active: boolean "Sets the layer as active for display and editing"
+ * MeshTextureFaceLayer.active_clone -> active_clone: boolean "Sets the layer as active for cloning"
+ * MeshTextureFaceLayer.active_render -> active_render: boolean "Sets the layer as active for rendering"
+ * MeshTextureFaceLayer.data -> data: collection, "(read-only)"
+ * MeshTextureFaceLayer.name -> name: string "NO DESCRIPTION"
+ * MeshVertex.bevel_weight -> bevel_weight: float "Weight used by the Bevel modifier Only Vertices option"
-+ * MeshVertex.co -> co: float "NO DESCRIPTION"
++ * MeshVertex.co -> co: float[3] "NO DESCRIPTION"
+ * MeshVertex.groups -> groups: collection, "(read-only) Weights for the vertex groups this vertex is member of"
+ * MeshVertex.hide -> hide: boolean "NO DESCRIPTION"
+ * MeshVertex.index -> index: int, "(read-only) Index number of the vertex"
-+ * MeshVertex.normal -> normal: float "Vertex Normal"
++ * MeshVertex.normal -> normal: float[3] "Vertex Normal"
+ * MeshVertex.select -> select: boolean "NO DESCRIPTION"
-+ * MetaElement.location -> co: float "NO DESCRIPTION"
++ * MetaElement.location -> co: float[3] "NO DESCRIPTION"
+ * MetaElement.hide -> hide: boolean "Hide element"
+ * MetaElement.radius -> radius: float "NO DESCRIPTION"
-+ * MetaElement.rotation -> rotation: float "NO DESCRIPTION"
++ * MetaElement.rotation -> rotation: float[4] "NO DESCRIPTION"
+ * MetaElement.size_x -> size_x: float "Size of element, use of components depends on element type"
+ * MetaElement.size_y -> size_y: float "Size of element, use of components depends on element type"
+ * MetaElement.size_z -> size_z: float "Size of element, use of components depends on element type"
@@ -2243,7 +2243,7 @@ TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Acti
+ * Modifier|ArmatureModifier.multi_modifier -> use_multi_modifier: boolean "Use same input as previous modifier, and mix results using overall vgroup"
+ * Modifier|ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean "NO DESCRIPTION"
+ * Modifier|ArmatureModifier.vertex_group -> vertex_group: string "Vertex group name"
-+ * Modifier|ArrayModifier.constant_offset_displacement -> constant_offset_displace: float "NO DESCRIPTION"
++ * Modifier|ArrayModifier.constant_offset_displacement -> constant_offset_displace: float[3] "NO DESCRIPTION"
+ * Modifier|ArrayModifier.count -> count: int "Number of duplicates to make"
+ * Modifier|ArrayModifier.curve -> curve: pointer "Curve object to fit array length to"
+ * Modifier|ArrayModifier.end_cap -> end_cap: pointer "Mesh object to use as an end cap"
@@ -2251,7 +2251,7 @@ TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Acti
+ * Modifier|ArrayModifier.fit_type -> fit_type: enum "Array length calculation method"
+ * Modifier|ArrayModifier.merge_distance -> merge_threshold: float "Limit below which to merge vertices"
+ * Modifier|ArrayModifier.offset_object -> offset_object: pointer "NO DESCRIPTION"
-+ * Modifier|ArrayModifier.relative_offset_displacement -> relative_offset_displace: float "NO DESCRIPTION"
++ * Modifier|ArrayModifier.relative_offset_displacement -> relative_offset_displace: float[3] "NO DESCRIPTION"
+ * Modifier|ArrayModifier.start_cap -> start_cap: pointer "Mesh object to use as a start cap"
+ * Modifier|ArrayModifier.constant_offset -> use_constant_offset: boolean "Add a constant offset"
+ * Modifier|ArrayModifier.merge_end_vertices -> use_merge_vertices_cap: boolean "Merge vertices in first and last duplicates"
@@ -2382,7 +2382,7 @@ TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Acti
+ * Modifier|ShrinkwrapModifier.mode -> wrap_method: enum "NO DESCRIPTION"
+ * Modifier|SimpleDeformModifier.mode -> deform_method: enum "NO DESCRIPTION"
+ * Modifier|SimpleDeformModifier.factor -> factor: float "NO DESCRIPTION"
-+ * Modifier|SimpleDeformModifier.limits -> limits: float "Lower/Upper limits for deform"
++ * Modifier|SimpleDeformModifier.limits -> limits: float[2] "Lower/Upper limits for deform"
+ * Modifier|SimpleDeformModifier.lock_x_axis -> lock_x: boolean "NO DESCRIPTION"
+ * Modifier|SimpleDeformModifier.lock_y_axis -> lock_y: boolean "NO DESCRIPTION"
+ * Modifier|SimpleDeformModifier.origin -> origin: pointer "Origin of modifier space coordinates"
@@ -2404,7 +2404,7 @@ TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Acti
+ * Modifier|SolidifyModifier.edge_crease_outer -> edge_crease_outer: float "Assign a crease to outer edges"
+ * Modifier|SolidifyModifier.edge_crease_rim -> edge_crease_rim: float "Assign a crease to the edges making up the rim"
+ * Modifier|SolidifyModifier.invert -> invert_vertex_group: boolean "Invert the vertex group influence"
-+ * Modifier|SolidifyModifier.offset -> offset: float "NO DESCRIPTION"
++ * Modifier|SolidifyModifier.offset -> offset: float "Offset the thickness from the center"
+ * Modifier|SolidifyModifier.thickness -> thickness: float "Thickness of the shell"
+ * Modifier|SolidifyModifier.use_even_offset -> use_even_offset: boolean "Maintain thickness by adjusting for sharp corners (slow, disable when not needed)"
+ * Modifier|SolidifyModifier.use_quality_normals -> use_quality_normals: boolean "Calculate normals which result in more even thickness (slow, disable when not needed)"
@@ -2439,7 +2439,7 @@ TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Acti
+ * Modifier|WaveModifier.texture_coordinates_object -> texture_coords_object: pointer "NO DESCRIPTION"
+ * Modifier|WaveModifier.time_offset -> time_offset: float "Either the starting frame (for positive speed) or ending frame (for negative speed.)"
+ * Modifier|WaveModifier.cyclic -> use_cyclic: boolean "Cyclic wave effect"
-+ * Modifier|WaveModifier.normals -> use_normal: boolean "Displace along normal"
++ * Modifier|WaveModifier.normals -> use_normal: boolean "Displace along normals"
+ * Modifier|WaveModifier.x_normal -> use_normal_x: boolean "Enable displacement along the X normal"
+ * Modifier|WaveModifier.y_normal -> use_normal_y: boolean "Enable displacement along the Y normal"
+ * Modifier|WaveModifier.z_normal -> use_normal_z: boolean "Enable displacement along the Z normal"
@@ -2454,7 +2454,7 @@ TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Acti
+ * 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"
-+ * MotionPathVert.co -> co: float "NO DESCRIPTION"
++ * MotionPathVert.co -> co: float[3] "NO DESCRIPTION"
+ * MotionPathVert.select -> select: boolean "Path point is selected for editing"
+ * NlaStrip.action -> action: pointer "Action referenced by this strip"
NlaStrip.action_frame_end -> action_frame_end: float "NO DESCRIPTION"
@@ -2490,7 +2490,7 @@ NlaStrip.action_frame_start -> action_frame_start: float "NO DESCRIPTION"
+ * NlaTrack.select -> select: boolean "NLA Track is selected"
+ * NlaTrack.strips -> strips: collection, "(read-only) NLA Strips on this NLA-track"
+ * Node.inputs -> inputs: collection, "(read-only)"
-+ * Node.location -> location: float "NO DESCRIPTION"
++ * Node.location -> location: float[2] "NO DESCRIPTION"
+ * Node.name -> name: string "Node name"
+ * Node.outputs -> outputs: collection, "(read-only)"
+ * Node|CompositorNode.type -> type: enum, "(read-only)"
@@ -2505,9 +2505,9 @@ NlaStrip.action_frame_start -> action_frame_start: float "NO DESCRIPTION"
+ * Node|CompositorNode|CompositorNodeBlur.filter_type -> filter_type: enum "NO DESCRIPTION"
+ * Node|CompositorNode|CompositorNodeBlur.sizex -> size_x: int "NO DESCRIPTION"
+ * Node|CompositorNode|CompositorNodeBlur.sizey -> size_y: int "NO DESCRIPTION"
-+ * Node|CompositorNode|CompositorNodeBlur.bokeh -> use_bokeh: boolean "NO DESCRIPTION"
-+ * Node|CompositorNode|CompositorNodeBlur.gamma -> use_gamma_correction: boolean "NO DESCRIPTION"
-+ * Node|CompositorNode|CompositorNodeBlur.relative -> use_relative: boolean "NO DESCRIPTION"
++ * Node|CompositorNode|CompositorNodeBlur.bokeh -> use_bokeh: boolean "Uses circular filter (slower)"
++ * Node|CompositorNode|CompositorNodeBlur.gamma -> use_gamma_correction: boolean "Applies filter on gamma corrected values"
++ * Node|CompositorNode|CompositorNodeBlur.relative -> use_relative: boolean "Use relative (percent) values to define blur radius"
+ * Node|CompositorNode|CompositorNodeChannelMatte.color_space -> color_space: enum "NO DESCRIPTION"
+ * Node|CompositorNode|CompositorNodeChannelMatte.limit_channel -> limit_channel: enum "Limit by this channels value"
+ * Node|CompositorNode|CompositorNodeChannelMatte.high -> limit_max: float "Values higher than this setting are 100% opaque"
@@ -2520,12 +2520,12 @@ NlaStrip.action_frame_start -> action_frame_start: float "NO DESCRIPTION"
+ * Node|CompositorNode|CompositorNodeChromaMatte.cutoff -> threshold: float "Tolerance below which colors will be considered as exact matches"
+ * Node|CompositorNode|CompositorNodeChromaMatte.acceptance -> tolerance: float "Tolerance for a color to be considered a keying color"
+ * Node|CompositorNode|CompositorNodeColorBalance.correction_formula -> correction_method: enum "NO DESCRIPTION"
-+ * Node|CompositorNode|CompositorNodeColorBalance.gain -> gain: float "Correction for Highlights"
-+ * Node|CompositorNode|CompositorNodeColorBalance.gamma -> gamma: float "Correction for Midtones"
-+ * Node|CompositorNode|CompositorNodeColorBalance.lift -> lift: float "Correction for Shadows"
-+ * Node|CompositorNode|CompositorNodeColorBalance.offset -> offset: float "Correction for Shadows"
-+ * Node|CompositorNode|CompositorNodeColorBalance.power -> power: float "Correction for Midtones"
-+ * Node|CompositorNode|CompositorNodeColorBalance.slope -> slope: float "Correction for Highlights"
++ * Node|CompositorNode|CompositorNodeColorBalance.gain -> gain: float[3] "Correction for Highlights"
++ * Node|CompositorNode|CompositorNodeColorBalance.gamma -> gamma: float[3] "Correction for Midtones"
++ * Node|CompositorNode|CompositorNodeColorBalance.lift -> lift: float[3] "Correction for Shadows"
++ * Node|CompositorNode|CompositorNodeColorBalance.offset -> offset: float[3] "Correction for Shadows"
++ * Node|CompositorNode|CompositorNodeColorBalance.power -> power: float[3] "Correction for Midtones"
++ * Node|CompositorNode|CompositorNodeColorBalance.slope -> slope: float[3] "Correction for Highlights"
+ * Node|CompositorNode|CompositorNodeColorMatte.h -> color_hue: float "Hue tolerance for colors to be considered a keying color"
+ * Node|CompositorNode|CompositorNodeColorMatte.s -> color_saturation: float "Saturation Tolerance for the color"
+ * Node|CompositorNode|CompositorNodeColorMatte.v -> color_value: float "Value Tolerance for the color"
@@ -2601,10 +2601,10 @@ NlaStrip.action_frame_start -> action_frame_start: float "NO DESCRIPTION"
+ * Node|CompositorNode|CompositorNodeLumaMatte.high -> high: float "Values higher than this setting are 100% opaque"
+ * Node|CompositorNode|CompositorNodeLumaMatte.low -> low: float "Values lower than this setting are 100% keyed"
+ * Node|CompositorNode|CompositorNodeMapUV.alpha -> alpha: int "NO DESCRIPTION"
-+ * Node|CompositorNode|CompositorNodeMapValue.max -> max: float "NO DESCRIPTION"
-+ * Node|CompositorNode|CompositorNodeMapValue.min -> min: float "NO DESCRIPTION"
-+ * Node|CompositorNode|CompositorNodeMapValue.offset -> offset: float "NO DESCRIPTION"
-+ * Node|CompositorNode|CompositorNodeMapValue.size -> size: float "NO DESCRIPTION"
++ * Node|CompositorNode|CompositorNodeMapValue.max -> max: float[1] "NO DESCRIPTION"
++ * Node|CompositorNode|CompositorNodeMapValue.min -> min: float[1] "NO DESCRIPTION"
++ * Node|CompositorNode|CompositorNodeMapValue.offset -> offset: float[1] "NO DESCRIPTION"
++ * Node|CompositorNode|CompositorNodeMapValue.size -> size: float[1] "NO DESCRIPTION"
+ * Node|CompositorNode|CompositorNodeMapValue.use_max -> use_max: boolean "NO DESCRIPTION"
+ * Node|CompositorNode|CompositorNodeMapValue.use_min -> use_min: boolean "NO DESCRIPTION"
+ * Node|CompositorNode|CompositorNodeMath.operation -> operation: enum "NO DESCRIPTION"
@@ -2651,11 +2651,11 @@ NlaStrip.action_frame_start -> action_frame_start: float "NO DESCRIPTION"
+ * Node|ShaderNode|ShaderNodeExtendedMaterial.specular -> use_specular: boolean "Material Node outputs Specular"
+ * Node|ShaderNode|ShaderNodeGeometry.color_layer -> color_layer: string "NO DESCRIPTION"
+ * Node|ShaderNode|ShaderNodeGeometry.uv_layer -> uv_layer: string "NO DESCRIPTION"
-+ * Node|ShaderNode|ShaderNodeMapping.location -> location: float "Location offset for the input coordinate"
-+ * Node|ShaderNode|ShaderNodeMapping.maximum -> max: float "Maximum value to clamp coordinate to"
-+ * Node|ShaderNode|ShaderNodeMapping.minimum -> min: float "Minimum value to clamp coordinate to"
-+ * Node|ShaderNode|ShaderNodeMapping.rotation -> rotation: float "Rotation offset for the input coordinate"
-+ * Node|ShaderNode|ShaderNodeMapping.scale -> scale: float "Scale adjustment for the input coordinate"
++ * Node|ShaderNode|ShaderNodeMapping.location -> location: float[3] "Location offset for the input coordinate"
++ * Node|ShaderNode|ShaderNodeMapping.maximum -> max: float[3] "Maximum value to clamp coordinate to"
++ * Node|ShaderNode|ShaderNodeMapping.minimum -> min: float[3] "Minimum value to clamp coordinate to"
++ * Node|ShaderNode|ShaderNodeMapping.rotation -> rotation: float[3] "Rotation offset for the input coordinate"
++ * Node|ShaderNode|ShaderNodeMapping.scale -> scale: float[3] "Scale adjustment for the input coordinate"
+ * Node|ShaderNode|ShaderNodeMapping.clamp_maximum -> use_max: boolean "Clamp the output coordinate to a maximum value"
+ * Node|ShaderNode|ShaderNodeMapping.clamp_minimum -> use_min: boolean "Clamp the output coordinate to a minimum value"
+ * Node|ShaderNode|ShaderNodeMaterial.invert_normal -> invert_normal: boolean "Material Node uses inverted normal"
@@ -2688,7 +2688,7 @@ NlaStrip.action_frame_start -> action_frame_start: float "NO DESCRIPTION"
+ * Node|TextureNode|TextureNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use"
+ * Node|TextureNode|TextureNodeTexture.texture -> texture: pointer "NO DESCRIPTION"
+ * Node|TextureNode|TextureNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)"
-+ * ObjectBase.layers -> layers: boolean "Layers the object base is on"
++ * ObjectBase.layers -> layers: boolean[20] "Layers the object base is on"
+ * ObjectBase.object -> object: pointer, "(read-only) Object this base links to"
+ * ObjectBase.select -> select: boolean "Object base selection state"
+ * ObjectConstraints.active -> active: pointer "Active Object constraint"
@@ -2702,13 +2702,13 @@ NlaStrip.action_frame_start -> action_frame_start: float "NO DESCRIPTION"
+ * Operator.properties -> properties: pointer, "(read-only)"
+ * OperatorTypeMacro.properties -> properties: pointer, "(read-only)"
+ * PackedFile.size -> size: int, "(read-only) Size of packed file in bytes"
-+ * Paint.brush -> brush: pointer "Active paint brush"
++ * Paint.brush -> brush: pointer "Active Brush"
+ * Paint.show_brush -> show_brush: boolean "NO DESCRIPTION"
+ * Paint.show_brush_on_surface -> show_brush_on_surface: boolean "NO DESCRIPTION"
+ * Paint.fast_navigate -> show_low_resolution: boolean "For multires, show low resolution while navigating the view"
+ * Paint|ImagePaint.invert_stencil -> invert_stencil: boolean "Invert the stencil layer"
+ * Paint|ImagePaint.normal_angle -> normal_angle: int "Paint most on faces pointing towards the view according to this angle"
-+ * Paint|ImagePaint.screen_grab_size -> screen_grab_size: int "Size to capture the image for re-projecting"
++ * Paint|ImagePaint.screen_grab_size -> screen_grab_size: int[2] "Size to capture the image for re-projecting"
+ * Paint|ImagePaint.seam_bleed -> seam_bleed: int "Extend paint beyond the faces UVs to reduce seams (in pixels, slower)"
+ * Paint|ImagePaint.show_brush -> show_brush: boolean "Enables brush shape while not drawing"
+ * Paint|ImagePaint.show_brush_draw -> show_brush_draw: boolean "Enables brush shape while drawing"
@@ -2721,7 +2721,7 @@ NlaStrip.action_frame_start -> action_frame_start: float "NO DESCRIPTION"
+ * Paint|Sculpt.lock_x -> lock_x: boolean "Disallow changes to the X axis of vertices"
+ * Paint|Sculpt.lock_y -> lock_y: boolean "Disallow changes to the Y axis of vertices"
+ * Paint|Sculpt.lock_z -> lock_z: boolean "Disallow changes to the Z axis of vertices"
-+ * Paint|Sculpt.radial_symm -> radial_symmetry: int "Number of times to copy strokes across the surface"
++ * Paint|Sculpt.radial_symm -> radial_symmetry: int[3] "Number of times to copy strokes across the surface"
+ * Paint|Sculpt.use_openmp -> use_multithread: boolean "Take advantage of multiple CPU cores to improve sculpting performance"
+ * Paint|Sculpt.use_symmetry_feather -> use_symmetry_feather: boolean "Reduce the strength of the brush where it overlaps symmetrical daubs"
+ * Paint|Sculpt.symmetry_x -> use_symmetry_x: boolean "Mirror brush across the X axis"
@@ -2730,17 +2730,17 @@ NlaStrip.action_frame_start -> action_frame_start: float "NO DESCRIPTION"
+ * Paint|VertexPaint.all_faces -> use_all_faces: boolean "Paint on all faces inside brush"
+ * Paint|VertexPaint.normals -> use_normal: boolean "Applies the vertex normal before painting"
+ * Paint|VertexPaint.spray -> use_spray: boolean "Keep applying paint effect while holding mouse"
-+ * Panel.bl_context -> bl_context: string "NO DESCRIPTION"
-+ * Panel.bl_idname -> bl_idname: string "NO DESCRIPTION"
-+ * Panel.bl_label -> bl_label: string "NO DESCRIPTION"
-+ * Panel.bl_region_type -> bl_region_type: enum "NO DESCRIPTION"
-+ * Panel.bl_show_header -> bl_show_header: boolean "NO DESCRIPTION"
-+ * Panel.bl_space_type -> bl_space_type: enum "NO DESCRIPTION"
-+ * Panel.bl_default_closed -> bl_use_closed: boolean "NO DESCRIPTION"
-+ * Panel.layout -> layout: pointer, "(read-only)"
-TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
++ * Panel.bl_context -> bl_context: string "The context in which the panel belongs to. (TODO: explain the possible combinations bl_context/bl_region_type/bl_space_type)"
++ * Panel.bl_idname -> bl_idname: string "If this is set, the panel gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is OBJECT_PT_hello, and bl_idname is not set by the script, then bl_idname = OBJECT_PT_hello"
++ * Panel.bl_label -> bl_label: string "The panel label, shows up in the panel header at the right of the triangle used to collapse the panel."
++ * Panel.bl_region_type -> bl_region_type: enum "The region where the panel is going to be used in."
++ * Panel.bl_show_header -> bl_show_header: boolean "If set to True, the panel shows a header, which contains a clickable arrow to collapse the panel and the label (see bl_label)."
++ * Panel.bl_space_type -> bl_space_type: enum "The space where the panel is going to be used in."
++ * Panel.bl_default_closed -> bl_use_closed: boolean "Defines if the panel has to be open or collapsed at the time of its creation. Note that once the panel has been created with bl_default_closed = True, at reload (F8) it stays open."
++ * Panel.layout -> layout: pointer, "(read-only) Defines the structure of the panel in the UI."
+TODO SHOULD THIS BE HERE * Panel.text -> text: string "XXX todo"
+ * Particle.alive_state -> alive_state: enum "NO DESCRIPTION"
-+ * Particle.angular_velocity -> angular_velocity: float "NO DESCRIPTION"
++ * Particle.angular_velocity -> angular_velocity: float[3] "NO DESCRIPTION"
+ * Particle.birthtime -> birth_time: float "NO DESCRIPTION"
+ * Particle.die_time -> die_time: float "NO DESCRIPTION"
+ * Particle.hair -> hair: collection, "(read-only)"
@@ -2748,14 +2748,14 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * Particle.is_visible -> is_visible: boolean, "(read-only)"
+ * Particle.keys -> keys: collection, "(read-only)"
+ * Particle.lifetime -> life_time: float "NO DESCRIPTION"
-+ * Particle.location -> location: float "NO DESCRIPTION"
-+ * Particle.prev_angular_velocity -> prev_angular_velocity: float "NO DESCRIPTION"
-+ * Particle.prev_location -> prev_location: float "NO DESCRIPTION"
-+ * Particle.prev_rotation -> prev_rotation: float "NO DESCRIPTION"
-+ * Particle.prev_velocity -> prev_velocity: float "NO DESCRIPTION"
-+ * Particle.rotation -> rotation: float "NO DESCRIPTION"
++ * Particle.location -> location: float[3] "NO DESCRIPTION"
++ * Particle.prev_angular_velocity -> prev_angular_velocity: float[3] "NO DESCRIPTION"
++ * Particle.prev_location -> prev_location: float[3] "NO DESCRIPTION"
++ * Particle.prev_rotation -> prev_rotation: float[4] "NO DESCRIPTION"
++ * Particle.prev_velocity -> prev_velocity: float[3] "NO DESCRIPTION"
++ * Particle.rotation -> rotation: float[4] "NO DESCRIPTION"
+ * Particle.size -> size: float "NO DESCRIPTION"
-+ * Particle.velocity -> velocity: float "NO DESCRIPTION"
++ * Particle.velocity -> velocity: float[3] "NO DESCRIPTION"
+ * ParticleBrush.count -> count: int "Particle count"
+ * ParticleBrush.curve -> curve: pointer, "(read-only)"
+ * ParticleBrush.length_mode -> length_mode: enum "NO DESCRIPTION"
@@ -2784,15 +2784,15 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * ParticleEdit.fade_time -> use_fade_time: boolean "Fade paths and keys further away from current frame"
+ * ParticleEdit.keep_lengths -> use_preserve_length: boolean "Keep path lengths constant"
+ * ParticleEdit.keep_root -> use_preserve_root: boolean "Keep root keys unmodified"
-+ * ParticleHairKey.location -> location: float "Location of the hair key in object space"
-+ * ParticleHairKey.location_hairspace -> location_hair_space: float "Location of the hair key in its internal coordinate system, relative to the emitting face"
++ * ParticleHairKey.location -> location: float[3] "Location of the hair key in object space"
++ * ParticleHairKey.location_hairspace -> location_hair_space: float[3] "Location of the hair key in its internal coordinate system, relative to the emitting face"
+ * ParticleHairKey.time -> time: float "Relative time of key over hair length"
+ * ParticleHairKey.weight -> weight: float "Weight for cloth simulation"
-+ * ParticleKey.angular_velocity -> angular_velocity: float "Key angular velocity"
-+ * ParticleKey.location -> location: float "Key location"
-+ * ParticleKey.rotation -> rotation: float "Key rotation quaterion"
++ * ParticleKey.angular_velocity -> angular_velocity: float[3] "Key angular velocity"
++ * ParticleKey.location -> location: float[3] "Key location"
++ * ParticleKey.rotation -> rotation: float[4] "Key rotation quaterion"
+ * ParticleKey.time -> time: float "Time of key over the simulation"
-+ * ParticleKey.velocity -> velocity: float "Key velocity"
++ * ParticleKey.velocity -> velocity: float[3] "Key velocity"
+ * ParticleSystem.active_particle_target -> active_particle_target: pointer, "(read-only)"
+ * ParticleSystem.active_particle_target_index -> active_particle_target_index: int "NO DESCRIPTION"
+ * ParticleSystem.billboard_normal_uv -> billboard_normal_uv: string "UV Layer to control billboard normals"
@@ -2894,7 +2894,7 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * PoseBone.constraints -> constraints: collection, "(read-only) Constraints that act on this PoseChannel"
+ * PoseBone.custom_shape -> custom_shape: pointer "Object that defines custom draw type for this bone"
+ * PoseBone.custom_shape_transform -> custom_shape_transform: pointer "Bone that defines the display transform of this custom shape"
-+ * PoseBone.head -> head: float, "(read-only) Location of head of the channels bone"
++ * PoseBone.head -> head: float[3], "(read-only) Location of head of the channels bone"
+ * PoseBone.ik_lin_weight -> ik_linear_weight: float "Weight of scale constraint for IK"
+ * PoseBone.ik_max_x -> ik_max_x: float "Maximum angles for IK Limit"
+ * PoseBone.ik_max_y -> ik_max_y: float "Maximum angles for IK Limit"
@@ -2908,31 +2908,31 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * PoseBone.ik_stiffness_z -> ik_stiffness_z: float "IK stiffness around the Z axis"
+ * PoseBone.ik_stretch -> ik_stretch: float "Allow scaling of the bone for IK"
+ * PoseBone.has_ik -> is_in_ik_chain: boolean, "(read-only) Is part of an IK chain"
-+ * PoseBone.location -> location: float "NO DESCRIPTION"
++ * PoseBone.location -> location: float[3] "NO DESCRIPTION"
+NEGATE * PoseBone.ik_dof_x -> lock_ik_x: boolean "Allow movement around the X axis"
+ * PoseBone.ik_limit_x -> lock_ik_x: boolean "Limit movement around the X axis"
+NEGATE * PoseBone.ik_dof_y -> lock_ik_y: boolean "Allow movement around the Y axis"
+ * PoseBone.ik_limit_y -> lock_ik_y: boolean "Limit movement around the Y axis"
+NEGATE * PoseBone.ik_dof_z -> lock_ik_z: boolean "Allow movement around the Z axis"
+ * PoseBone.ik_limit_z -> lock_ik_z: boolean "Limit movement around the Z axis"
-+ * PoseBone.lock_location -> lock_location: boolean "Lock editing of location in the interface"
-+ * PoseBone.lock_rotation -> lock_rotation: boolean "Lock editing of rotation in the interface"
++ * PoseBone.lock_location -> lock_location: boolean[3] "Lock editing of location in the interface"
++ * PoseBone.lock_rotation -> lock_rotation: boolean[3] "Lock editing of rotation in the interface"
+ * PoseBone.lock_rotation_w -> lock_rotation_w: boolean "Lock editing of angle component of four-component rotations in the interface"
+ * PoseBone.lock_rotations_4d -> lock_rotations_4d: boolean "Lock editing of four component rotations by components (instead of as Eulers)"
-+ * PoseBone.lock_scale -> lock_scale: boolean "Lock editing of scale in the interface"
-+ * PoseBone.matrix -> matrix: float, "(read-only) Final 4x4 matrix for this channel"
-+ * PoseBone.matrix_channel -> matrix_channel: float, "(read-only) 4x4 matrix, before constraints"
-+ * PoseBone.matrix_local -> matrix_local: float "Matrix representing the parent relative location, scale and rotation. Provides an alternative access to these properties."
++ * PoseBone.lock_scale -> lock_scale: boolean[3] "Lock editing of scale in the interface"
++ * PoseBone.matrix -> matrix: float[16], "(read-only) Final 4x4 matrix for this channel"
++ * PoseBone.matrix_channel -> matrix_channel: float[16], "(read-only) 4x4 matrix, before constraints"
++ * PoseBone.matrix_local -> matrix_local: float[16] "Matrix representing the parent relative location, scale and rotation. Provides an alternative access to these properties."
+ * PoseBone.motion_path -> motion_path: pointer, "(read-only) Motion Path for this element"
+ * PoseBone.name -> name: string "NO DESCRIPTION"
+ * PoseBone.parent -> parent: pointer, "(read-only) Parent of this pose bone"
-+ * PoseBone.rotation_axis_angle -> rotation_axis_angle: float "Angle of Rotation for Axis-Angle rotation representation"
-+ * PoseBone.rotation_euler -> rotation_euler: float "Rotation in Eulers"
++ * PoseBone.rotation_axis_angle -> rotation_axis_angle: float[4] "Angle of Rotation for Axis-Angle rotation representation"
++ * PoseBone.rotation_euler -> rotation_euler: float[3] "Rotation in Eulers"
+ * PoseBone.rotation_mode -> rotation_mode: enum "NO DESCRIPTION"
-+ * PoseBone.rotation_quaternion -> rotation_quaternion: float "Rotation in Quaternions"
-+ * PoseBone.scale -> scale: float "NO DESCRIPTION"
++ * PoseBone.rotation_quaternion -> rotation_quaternion: float[4] "Rotation in Quaternions"
++ * PoseBone.scale -> scale: float[3] "NO DESCRIPTION"
+ * PoseBone.select -> select: boolean "NO DESCRIPTION"
-+ * PoseBone.tail -> tail: float, "(read-only) Location of tail of the channels bone"
++ * PoseBone.tail -> tail: float[3], "(read-only) Location of tail of the channels bone"
+ * PoseBone.ik_lin_control -> use_ik_linear_control: boolean "Apply channel size as IK constraint if stretching is enabled"
+ * PoseBone.ik_rot_control -> use_ik_rotation_control: boolean "Apply channel rotation as IK constraint"
+ * PoseBoneConstraints.active -> active: pointer "Active PoseChannel constraint"
@@ -2951,13 +2951,13 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * Property.unit -> unit: enum, "(read-only) Type of units for this property"
+ * Property|BooleanProperty.array_length -> array_length: int, "(read-only) Maximum length of the array, 0 means unlimited"
+ * Property|BooleanProperty.default -> default: boolean, "(read-only) Default value for this number"
-+ * Property|BooleanProperty.default_array -> default_array: boolean, "(read-only) Default value for this array"
++ * Property|BooleanProperty.default_array -> default_array: boolean[3], "(read-only) Default value for this array"
+ * Property|CollectionProperty.fixed_type -> fixed_type: pointer, "(read-only) Fixed pointer type, empty if variable type"
+ * Property|EnumProperty.default -> default: enum, "(read-only) Default value for this enum"
+ * Property|EnumProperty.items -> items: collection, "(read-only) Possible values for the property"
+ * Property|FloatProperty.array_length -> array_length: int, "(read-only) Maximum length of the array, 0 means unlimited"
+ * Property|FloatProperty.default -> default: float, "(read-only) Default value for this number"
-+ * Property|FloatProperty.default_array -> default_array: float, "(read-only) Default value for this array"
++ * Property|FloatProperty.default_array -> default_array: float[3], "(read-only) Default value for this array"
+ * Property|FloatProperty.hard_max -> hard_max: float, "(read-only) Maximum value used by buttons"
+ * Property|FloatProperty.hard_min -> hard_min: float, "(read-only) Minimum value used by buttons"
+ * Property|FloatProperty.precision -> precision: int, "(read-only) Number of digits after the dot used by buttons"
@@ -2966,7 +2966,7 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * Property|FloatProperty.step -> step: float, "(read-only) Step size used by number buttons, for floats 1/100th of the step size"
+ * Property|IntProperty.array_length -> array_length: int, "(read-only) Maximum length of the array, 0 means unlimited"
+ * Property|IntProperty.default -> default: int, "(read-only) Default value for this number"
-+ * Property|IntProperty.default_array -> default_array: int, "(read-only) Default value for this array"
++ * Property|IntProperty.default_array -> default_array: int[3], "(read-only) Default value for this array"
+ * Property|IntProperty.hard_max -> hard_max: int, "(read-only) Maximum value used by buttons"
+ * Property|IntProperty.hard_min -> hard_min: int, "(read-only) Minimum value used by buttons"
+ * Property|IntProperty.soft_max -> soft_max: int, "(read-only) Maximum value used by buttons"
@@ -2975,21 +2975,21 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * Property|PointerProperty.fixed_type -> fixed_type: pointer, "(read-only) Fixed pointer type, empty if variable type"
+ * Property|StringProperty.default -> default: string, "(read-only) string default value"
+ * Property|StringProperty.max_length -> length_max: int, "(read-only) Maximum length of the string, 0 means unlimited"
-+ * RGBANodeSocket.default_value -> default_value: float "Default value of the socket when no link is attached"
++ * RGBANodeSocket.default_value -> default_value: float[4] "Default value of the socket when no link is attached"
+ * RGBANodeSocket.name -> name: string, "(read-only) Socket name"
+ * Region.height -> height: int, "(read-only) Region height"
+ * Region.id -> id: int, "(read-only) Unique ID for this region"
+ * Region.type -> type: enum, "(read-only) Type of this region"
+ * Region.width -> width: int, "(read-only) Region width"
+ * RegionView3D.lock_rotation -> lock_rotation: boolean "Lock view rotation in side views"
-+ * RegionView3D.perspective_matrix -> perspective_matrix: float, "(read-only) Current perspective matrix of the 3D region"
++ * RegionView3D.perspective_matrix -> perspective_matrix: float[16], "(read-only) Current perspective matrix of the 3D region"
+ * RegionView3D.box_preview -> show_sync_view: boolean "Sync view position between side views"
+ * RegionView3D.box_clip -> use_box_clip: boolean "Clip objects based on whats visible in other side views"
+ * RegionView3D.view_distance -> view_distance: float "Distance to the view location"
-+ * RegionView3D.view_location -> view_location: float "View pivot location"
-+ * RegionView3D.view_matrix -> view_matrix: float, "(read-only) Current view matrix of the 3D region"
++ * RegionView3D.view_location -> view_location: float[3] "View pivot location"
++ * RegionView3D.view_matrix -> view_matrix: float[16], "(read-only) Current view matrix of the 3D region"
+ * RegionView3D.view_perspective -> view_perspective: enum "View Perspective"
-+ * RegionView3D.view_rotation -> view_rotation: float "Rotation in quaternions (keep normalized)"
++ * RegionView3D.view_rotation -> view_rotation: 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"
@@ -3003,8 +3003,8 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * 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, "(read-only) Scene layers included in this render layer"
-+ * RenderLayer.zmask_layers -> layers_zmask: boolean, "(read-only) Zmask scene layers"
++ * 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"
+ * 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"
@@ -3064,13 +3064,13 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * RenderSettings.color_mode -> color_mode: enum "Choose BW for saving greyscale images, RGB for saving red, green and blue channels, AND RGBA for saving red, green, blue + alpha channels"
+ * RenderSettings.display_mode -> display_mode: enum "Select where rendered images will be displayed"
+ * RenderSettings.dither_intensity -> dither_intensity: float "Amount of dithering noise added to the rendered image to break up banding"
-+ * RenderSettings.edge_color -> edge_color: float "NO DESCRIPTION"
++ * RenderSettings.edge_color -> edge_color: float[3] "NO DESCRIPTION"
+ * RenderSettings.edge_threshold -> edge_threshold: int "Threshold for drawing outlines on geometry edges"
+ * RenderSettings.engine -> engine: enum "Engine to use for rendering"
+ * RenderSettings.field_order -> field_order: enum "Order of video fields. Select which lines get rendered first, to create smooth motion for TV output"
+ * 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"
++ * 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.filter_size -> filter_size: float "Pixel width over which the reconstruction filter combines samples"
+ * RenderSettings.fps -> fps: int "Framerate, expressed in frames per second"
@@ -3096,9 +3096,9 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * RenderSettings.simplify_child_particles -> simplify_child_particles: float "Global child particles percentage"
+ * RenderSettings.simplify_shadow_samples -> simplify_shadow_samples: int "Global maximum shadow samples"
+ * RenderSettings.simplify_subdivision -> simplify_subdivision: int "Global maximum subdivision level"
-+ * RenderSettings.stamp_background -> stamp_background: float "Color to use behind stamp text"
++ * RenderSettings.stamp_background -> stamp_background: float[4] "Color to use behind stamp text"
+ * RenderSettings.stamp_font_size -> stamp_font_size: int "Size of the font used when rendering stamp text"
-+ * RenderSettings.stamp_foreground -> stamp_foreground: float "Color to use for stamp text"
++ * RenderSettings.stamp_foreground -> stamp_foreground: float[4] "Color to use for stamp text"
+ * 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"
@@ -3110,10 +3110,10 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * RenderSettings.bake_normalized -> use_bake_normalize: boolean "With displacement normalize to the distance, with ambient occlusion normalize without using material settings"
+ * 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 color profiles and gamma corrected imaging pipeline"
++ * RenderSettings.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 "use_Create a toon outline around the edges of geometry"
++ * RenderSettings.edge -> 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"
@@ -3170,7 +3170,7 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * SceneGameData.dome_text -> dome_text: pointer "Custom Warp Mesh data file"
+ * SceneGameData.dome_tilt -> dome_tilt: int "Camera rotation in horizontal axis"
+ * SceneGameData.fps -> fps: int "The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate"
-+ * SceneGameData.framing_color -> frame_color: float "Set colour of the bars"
++ * SceneGameData.framing_color -> frame_color: float[3] "Set colour of the bars"
+ * SceneGameData.framing_type -> frame_type: enum "Select the type of Framing you want"
+ * SceneGameData.frequency -> frequency: int "Displays clock frequency of fullscreen display"
+ * SceneGameData.logic_step_max -> logic_step_max: int "Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics"
@@ -3212,8 +3212,8 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * 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 "Scene layers included in this render layer"
-+ * SceneRenderLayer.zmask_layers -> layers_zmask: boolean "Zmask scene layers"
++ * SceneRenderLayer.visible_layers -> layers: boolean[20] "Scene layers included in this render layer"
++ * SceneRenderLayer.zmask_layers -> 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"
@@ -3255,7 +3255,7 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * Sensor.pinned -> pin: boolean "Display when not linked to a visible states controller"
+ * Sensor.expanded -> show_expanded: boolean "Set sensor expanded in the user interface"
+ * Sensor.type -> type: enum "NO DESCRIPTION"
-+ * Sensor.level -> use_level: boolean "Level detector, trigger controllers of new states (only applicable upon logic state transition)"
++ * Sensor.level -> use_level: boolean "Level detector, trigger controllers of new states(only applicable upon logic state transition)"
+ * Sensor.pulse_false_level -> use_pulse_false_level: boolean "Activate FALSE level triggering (pulse mode)"
+ * Sensor.pulse_true_level -> use_pulse_true_level: boolean "Activate TRUE level triggering (pulse mode)"
+ * Sensor.tap -> use_tap: boolean "Trigger controllers only for an instant, even while the sensor remains true"
@@ -3266,7 +3266,7 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * Sensor|ArmatureSensor.value -> value: float "Specify value to be used in comparison"
+ * Sensor|CollisionSensor.material -> material: string "Only look for Objects with this material"
+ * Sensor|CollisionSensor.property -> property: string "Only look for Objects with this property"
-+ * Sensor|CollisionSensor.collision_type -> use_material: boolean "Use material instead of property"
++ * Sensor|CollisionSensor.collision_type -> use_material: boolean "Toggle collision on material or property"
+ * Sensor|CollisionSensor.pulse -> use_pulse: boolean "Changes to the set of colliding objects generates pulse"
+ * Sensor|DelaySensor.delay -> delay: int "Delay in number of logic tics before the positive trigger (default 60 per second)"
+ * Sensor|DelaySensor.duration -> duration: int "If >0, delay in number of logic tics before the negative trigger following the positive trigger"
@@ -3307,7 +3307,7 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * Sensor|RaySensor.property -> property: string "Only look for Objects with this property"
+ * Sensor|RaySensor.range -> range: float "Sense objects no farther than this distance"
+ * Sensor|RaySensor.ray_type -> ray_type: enum "Toggle collision on material or property"
-+ * Sensor|RaySensor.x_ray_mode -> use_x_ray: boolean "See through objects that dont have the property"
++ * Sensor|RaySensor.x_ray_mode -> use_x_ray: boolean "Toggle X-Ray option (see through objects that dont have the property)"
+ * Sensor|TouchSensor.material -> material: pointer "Only look for objects with this material"
+ * Sequence.blend_opacity -> blend_alpha: float "NO DESCRIPTION"
+ * Sequence.blend_mode -> blend_type: enum "NO DESCRIPTION"
@@ -3331,12 +3331,12 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * Sequence.speed_fader -> speed_fader: float "NO DESCRIPTION"
+ * Sequence.type -> type: enum, "(read-only)"
+ * Sequence.use_effect_default_fade -> use_default_fade: boolean "Fade effect using the built-in default (usually make transition as long as effect strip)"
-+ * SequenceColorBalance.gain -> gain: float "Color balance gain (highlights)"
-+ * SequenceColorBalance.gamma -> gamma: float "Color balance gamma (midtones)"
++ * SequenceColorBalance.gain -> gain: float[3] "Color balance gain (highlights)"
++ * SequenceColorBalance.gamma -> gamma: float[3] "Color balance gamma (midtones)"
+ * SequenceColorBalance.inverse_gain -> invert_gain: boolean "NO DESCRIPTION"
+ * SequenceColorBalance.inverse_gamma -> invert_gamma: boolean "NO DESCRIPTION"
+ * SequenceColorBalance.inverse_lift -> invert_lift: boolean "NO DESCRIPTION"
-+ * SequenceColorBalance.lift -> lift: float "Color balance lift (shadows)"
++ * SequenceColorBalance.lift -> lift: float[3] "Color balance lift (shadows)"
+ * SequenceCrop.right -> max_x: int "NO DESCRIPTION"
+ * SequenceCrop.top -> max_y: int "NO DESCRIPTION"
+ * SequenceCrop.bottom -> min_x: int "NO DESCRIPTION"
@@ -3372,7 +3372,7 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * Sequence|EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from"
+ * Sequence|EffectSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order"
+ * Sequence|EffectSequence.use_translation -> use_translation: boolean "Translate image before processing"
-+ * Sequence|EffectSequence|ColorSequence.color -> color: float "NO DESCRIPTION"
++ * Sequence|EffectSequence|ColorSequence.color -> color: float[3] "NO DESCRIPTION"
+ * Sequence|EffectSequence|GlowSequence.blur_distance -> blur_radius: float "Radius of glow effect"
+ * Sequence|EffectSequence|GlowSequence.boost_factor -> boost_factor: float "Brightness multiplier"
+ * Sequence|EffectSequence|GlowSequence.clamp -> clamp: float "rightness limit of intensity"
@@ -3525,12 +3525,12 @@ TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION"
+ * ShapeKey.slider_min -> slider_min: float "Minimum for slider"
+ * ShapeKey.value -> value: float "Value of shape key at the current frame"
+ * ShapeKey.vertex_group -> vertex_group: string "Vertex weight group, to blend with basis shape"
-+ * ShapeKeyBezierPoint.co -> co: float "NO DESCRIPTION"
-+ * ShapeKeyBezierPoint.handle_2_co -> handle_hight: float "NO DESCRIPTION"
-+ * ShapeKeyBezierPoint.handle_1_co -> handle_left: float "NO DESCRIPTION"
-+ * ShapeKeyCurvePoint.co -> co: float "NO DESCRIPTION"
++ * ShapeKeyBezierPoint.co -> co: float[3] "NO DESCRIPTION"
++ * ShapeKeyBezierPoint.handle_1_co -> handle_left: float[3] "NO DESCRIPTION"
++ * ShapeKeyBezierPoint.handle_2_co -> handle_right: float[3] "NO DESCRIPTION"
++ * ShapeKeyCurvePoint.co -> co: float[3] "NO DESCRIPTION"
+ * ShapeKeyCurvePoint.tilt -> tilt: float "NO DESCRIPTION"
-+ * ShapeKeyPoint.co -> co: float "NO DESCRIPTION"
++ * ShapeKeyPoint.co -> co: float[3] "NO DESCRIPTION"
TODO BETTER NAME * SmokeDomainSettings.alpha -> alpha: float "Higher value results in sinking smoke"
+ * SmokeDomainSettings.amplify -> amplify: int "Enhance the resolution of smoke by this factor using noise"
TODO BETTER NAME * SmokeDomainSettings.beta -> beta: float "Higher value results in faster rising smoke"
@@ -3581,14 +3581,14 @@ TODO BETTER NAME * SmokeDomainSettings.beta -> beta: float "Higher value resu
+ * SoftBodySettings.goal_spring -> goal_spring: float "Goal (vertex target position) spring stiffness"
+ * SoftBodySettings.goal_vertex_group -> goal_vertex_group: string "Control point weight values"
+ * SoftBodySettings.gravity -> gravity: float "Apply gravitation to point movement"
-+ * SoftBodySettings.lcom -> location_mass_center: float "Location of Center of mass"
++ * SoftBodySettings.lcom -> location_mass_center: float[3] "Location of Center of mass"
+ * SoftBodySettings.mass -> mass: float "General Mass value"
+ * SoftBodySettings.mass_vertex_group -> mass_vertex_group: string "Control point mass values"
+ * SoftBodySettings.plastic -> plastic: float "Permanent deform"
+ * SoftBodySettings.pull -> pull: float "Edge spring stiffness when longer than rest length"
+ * SoftBodySettings.push -> push: float "Edge spring stiffness when shorter than rest length"
-+ * SoftBodySettings.lrot -> rotation_estimate: float "Estimated rotation matrix"
-+ * SoftBodySettings.lscale -> scale_estimate: float "Estimated scale matrix"
++ * SoftBodySettings.lrot -> rotation_estimate: float[9] "Estimated rotation matrix"
++ * SoftBodySettings.lscale -> scale_estimate: float[9] "Estimated scale matrix"
+ * SoftBodySettings.shear -> shear: float "Shear Stiffness"
+ * SoftBodySettings.speed -> speed: float "Tweak timing for physics to control frequency and speed"
+ * SoftBodySettings.spring_length -> spring_length: float "Alter spring length to shrink/blow up (unit %) 0 to disable"
@@ -3600,12 +3600,12 @@ TODO BETTER NAME * SmokeDomainSettings.beta -> beta: float "Higher value resu
+ * SoftBodySettings.edge_collision -> use_edge_collision: boolean "Edges collide too"
+ * SoftBodySettings.use_edges -> use_edges: boolean "Use Edges as springs"
+ * SoftBodySettings.estimate_matrix -> use_estimate_matrix: boolean "estimate matrix .. split to COM , ROT ,SCALE"
-+ * SoftBodySettings.face_collision -> use_face_collision: boolean "Faces collide too, SLOOOOOW warning"
++ * SoftBodySettings.face_collision -> use_face_collision: boolean "Faces collide too, can be very slow"
+ * SoftBodySettings.use_goal -> use_goal: boolean "Define forces for vertices to stick to animated position"
+ * SoftBodySettings.self_collision -> use_self_collision: boolean "Enable naive vertex ball self collision"
+ * SoftBodySettings.stiff_quads -> use_stiff_quads: boolean "Adds diagonal springs on 4-gons"
+ * Space.type -> type: enum, "(read-only) Space data type"
-+ * SpaceUVEditor.cursor_location -> cursor_location: float "2D cursor location for this view"
++ * SpaceUVEditor.cursor_location -> cursor_location: float[2] "2D cursor location for this view"
+ * SpaceUVEditor.draw_stretch_type -> draw_stretch_type: enum "Type of stretch to draw"
+ * SpaceUVEditor.edge_draw_type -> edge_draw_type: enum "Draw type for drawing UV edges"
+ * SpaceUVEditor.constrain_to_image_bounds -> lock_bounds: boolean "Constraint to stay within the image bounds while editing"
@@ -3754,12 +3754,12 @@ Space|SpaceTextEditor.show_line_highlight -> show_line_highlight: boolean "Hi
+ * Space|SpaceView3D.clip_end -> clip_end: float "3D View far clipping distance"
+ * Space|SpaceView3D.clip_start -> clip_start: float "3D View near clipping distance"
+ * Space|SpaceView3D.current_orientation -> current_orientation: pointer, "(read-only) Current Transformation orientation"
-+ * Space|SpaceView3D.cursor_location -> cursor_location: float "3D cursor location for this view (dependent on local view setting)"
++ * Space|SpaceView3D.cursor_location -> cursor_location: float[3] "3D cursor location for this view (dependent on local view setting)"
+ * Space|SpaceView3D.grid_lines -> grid_lines: int "The number of grid lines to display in perspective view"
+ * Space|SpaceView3D.grid_spacing -> grid_spacing: float "The distance between 3D View grid lines"
+ * Space|SpaceView3D.grid_subdivisions -> grid_subdivisions: int "The number of subdivisions between grid lines"
-+ * Space|SpaceView3D.layers -> layers: boolean "Layers visible in this 3D View"
-+ * Space|SpaceView3D.used_layers -> layers_used: boolean, "(read-only) Layers that contain something"
++ * Space|SpaceView3D.layers -> layers: boolean[20] "Layers visible in this 3D View"
++ * Space|SpaceView3D.used_layers -> layers_used: boolean[20], "(read-only) Layers that contain something"
+ * Space|SpaceView3D.lens -> lens: float "Lens angle (mm) in perspective view"
+ * Space|SpaceView3D.local_view -> local_view: pointer, "(read-only) Display an isolated sub-set of objects, apart from the scene visibility"
+ * Space|SpaceView3D.lock_bone -> lock_bone: string "3D View center is locked to this bones position"
@@ -3807,7 +3807,7 @@ Space|SpaceTextEditor.show_line_highlight -> show_line_highlight: boolean "Hi
+ * 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"
-+ * SplinePoint.co -> co: float "Point coordinates"
++ * SplinePoint.co -> co: float[4] "Point coordinates"
+ * SplinePoint.hide -> hide: boolean "Visibility status"
+ * SplinePoint.radius -> radius: float, "(read-only) Radius for bevelling"
+ * SplinePoint.select -> select: boolean "Selection status"
@@ -3822,11 +3822,11 @@ Space|SpaceTextEditor.show_line_highlight -> show_line_highlight: boolean "Hi
+ * Struct.name_property -> name_property: pointer, "(read-only) Property that gives the name of the struct"
+ * Struct.nested -> nested: pointer, "(read-only) Struct in which this struct is always nested, and to which it logically belongs"
+ * Struct.properties -> properties: collection, "(read-only) Properties in the struct"
-+ * TexMapping.location -> location: float "NO DESCRIPTION"
-+ * TexMapping.maximum -> max: float "Maximum value for clipping"
-+ * TexMapping.minimum -> min: float "Minimum value for clipping"
-+ * TexMapping.rotation -> rotation: float "NO DESCRIPTION"
-+ * TexMapping.scale -> scale: float "NO DESCRIPTION"
++ * TexMapping.location -> location: float[3] "NO DESCRIPTION"
++ * TexMapping.maximum -> max: float[3] "Maximum value for clipping"
++ * TexMapping.minimum -> min: float[3] "Minimum value for clipping"
++ * TexMapping.rotation -> rotation: float[3] "NO DESCRIPTION"
++ * TexMapping.scale -> scale: float[3] "NO DESCRIPTION"
+ * TexMapping.has_maximum -> use_max: boolean "Whether to use maximum clipping value"
+ * TexMapping.has_minimum -> use_min: boolean "Whether to use minimum clipping value"
+ * TextBox.height -> height: float "NO DESCRIPTION"
@@ -3840,19 +3840,19 @@ Space|SpaceTextEditor.show_line_highlight -> show_line_highlight: boolean "Hi
+ * TextLine.body -> body: string "Text in the line"
+ * TextMarker.end -> character_index_end: int, "(read-only) Start position of the marker in the line"
+ * TextMarker.start -> character_index_start: int, "(read-only) Start position of the marker in the line"
-+ * TextMarker.color -> color: float "Color to display the marker with"
++ * TextMarker.color -> color: float[4] "Color to display the marker with"
+ * TextMarker.group -> group: int, "(read-only)"
+ * TextMarker.temporary -> is_temporary: boolean, "(read-only) Marker is temporary"
+ * TextMarker.line -> line: int, "(read-only) Line in which the marker is located"
+ * TextMarker.edit_all -> use_edit_all: boolean, "(read-only) Edit all markers of the same group as one"
+ * TextureSlot.blend_type -> blend_type: enum "NO DESCRIPTION"
-+ * TextureSlot.color -> color: float "The default color for textures that dont return RGB"
++ * TextureSlot.color -> color: float[3] "The default color for textures that dont return RGB"
+ * TextureSlot.default_value -> default_value: float "Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard"
+ * TextureSlot.negate -> invert: boolean "Inverts the values of the texture to reverse its effect"
+ * TextureSlot.name -> name: string, "(read-only) Texture slot name"
-+ * TextureSlot.offset -> offset: float "Fine tunes texture mapping X, Y and Z locations"
++ * TextureSlot.offset -> offset: float[3] "Fine tunes texture mapping X, Y and Z locations"
+ * TextureSlot.output_node -> output_node: enum "Which output node to use, for node-based textures"
-+ * TextureSlot.size -> scale: float "Sets scaling for the textures X, Y and Z sizes"
++ * TextureSlot.size -> scale: float[3] "Sets scaling for the textures X, Y and Z sizes"
+ * TextureSlot.texture -> texture: pointer "Texture datablock used by this texture slot"
+ * TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean "Converts texture RGB values to intensity (gray) values"
+ * TextureSlot.stencil -> use_stencil: boolean "Use this texture as a blending value on the next texture"
@@ -3948,88 +3948,88 @@ Space|SpaceTextEditor.show_line_highlight -> show_line_highlight: boolean "Hi
+ * Theme.user_interface -> user_interface: pointer, "(read-only)"
+ * Theme.user_preferences -> user_preferences: pointer, "(read-only)"
+ * Theme.view_3d -> view_3d: pointer, "(read-only)"
-+ * ThemeAudioWindow.back -> back: float "NO DESCRIPTION"
-+ * ThemeAudioWindow.button -> button: float "NO DESCRIPTION"
-+ * ThemeAudioWindow.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeAudioWindow.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeAudioWindow.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeAudioWindow.frame_current -> frame_current: float "NO DESCRIPTION"
-+ * ThemeAudioWindow.grid -> grid: float "NO DESCRIPTION"
-+ * ThemeAudioWindow.header -> header: float "NO DESCRIPTION"
-+ * ThemeAudioWindow.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeAudioWindow.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeAudioWindow.text -> text: float "NO DESCRIPTION"
-+ * ThemeAudioWindow.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeAudioWindow.title -> title: float "NO DESCRIPTION"
-+ * ThemeAudioWindow.window_sliders -> window_sliders: float "NO DESCRIPTION"
-+ * ThemeBoneColorSet.active -> active: float "Color used for active bones"
-+ * ThemeBoneColorSet.normal -> normal: float "Color used for the surface of bones"
-+ * ThemeBoneColorSet.select -> select: float "Color used for selected bones"
++ * ThemeAudioWindow.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeAudioWindow.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeAudioWindow.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeAudioWindow.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeAudioWindow.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeAudioWindow.frame_current -> frame_current: float[3] "NO DESCRIPTION"
++ * ThemeAudioWindow.grid -> grid: float[3] "NO DESCRIPTION"
++ * ThemeAudioWindow.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeAudioWindow.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeAudioWindow.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeAudioWindow.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeAudioWindow.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeAudioWindow.title -> title: float[3] "NO DESCRIPTION"
++ * ThemeAudioWindow.window_sliders -> window_sliders: float[3] "NO DESCRIPTION"
++ * ThemeBoneColorSet.active -> active: float[3] "Color used for active bones"
++ * ThemeBoneColorSet.normal -> normal: float[3] "Color used for the surface of bones"
++ * ThemeBoneColorSet.select -> select: float[3] "Color used for selected bones"
+ * ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean "Allow the use of colors indicating constraints/keyed status"
-+ * ThemeConsole.back -> back: float "NO DESCRIPTION"
-+ * ThemeConsole.button -> button: float "NO DESCRIPTION"
-+ * ThemeConsole.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeConsole.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeConsole.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeConsole.cursor -> cursor: float "NO DESCRIPTION"
-+ * ThemeConsole.header -> header: float "NO DESCRIPTION"
-+ * ThemeConsole.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeConsole.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeConsole.line_error -> line_error: float "NO DESCRIPTION"
-+ * ThemeConsole.line_info -> line_info: float "NO DESCRIPTION"
-+ * ThemeConsole.line_input -> line_input: float "NO DESCRIPTION"
-+ * ThemeConsole.line_output -> line_output: float "NO DESCRIPTION"
-+ * ThemeConsole.text -> text: float "NO DESCRIPTION"
-+ * ThemeConsole.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeConsole.title -> title: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.active_channels_group -> active_channels_group: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.back -> back: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.button -> button: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.channel_group -> channel_group: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.channels -> channels: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.channels_selected -> channels_selected: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.dopesheet_channel -> dopesheet_channel: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.dopesheet_subchannel -> dopesheet_subchannel: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.frame_current -> frame_current: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.grid -> grid: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.header -> header: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.list -> list: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.list_text -> list_text: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.list_text_hi -> list_text_hi: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.list_title -> list_title: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.long_key -> long_key: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.long_key_selected -> long_key_selected: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.text -> text: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.title -> title: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.value_sliders -> value_sliders: float "NO DESCRIPTION"
-+ * ThemeDopeSheet.view_sliders -> view_sliders: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.active_file -> active_file: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.active_file_text -> active_file_text: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.back -> back: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.button -> button: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.header -> header: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.list -> list: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.list_text -> list_text: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.list_text_hi -> list_text_hi: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.list_title -> list_title: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.scroll_handle -> scroll_handle: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.scrollbar -> scrollbar: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.selected_file -> selected_file: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.text -> text: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.tiles -> tiles: float "NO DESCRIPTION"
-+ * ThemeFileBrowser.title -> title: float "NO DESCRIPTION"
++ * ThemeConsole.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeConsole.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeConsole.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeConsole.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeConsole.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeConsole.cursor -> cursor: float[3] "NO DESCRIPTION"
++ * ThemeConsole.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeConsole.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeConsole.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeConsole.line_error -> line_error: float[3] "NO DESCRIPTION"
++ * ThemeConsole.line_info -> line_info: float[3] "NO DESCRIPTION"
++ * ThemeConsole.line_input -> line_input: float[3] "NO DESCRIPTION"
++ * ThemeConsole.line_output -> line_output: float[3] "NO DESCRIPTION"
++ * ThemeConsole.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeConsole.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeConsole.title -> title: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.active_channels_group -> active_channels_group: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.channel_group -> channel_group: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.channels -> channels: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.channels_selected -> channels_selected: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.dopesheet_channel -> dopesheet_channel: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.dopesheet_subchannel -> dopesheet_subchannel: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.frame_current -> frame_current: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.grid -> grid: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.list -> list: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.list_text -> list_text: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.list_text_hi -> list_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.list_title -> list_title: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.long_key -> long_key: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.long_key_selected -> long_key_selected: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.title -> title: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.value_sliders -> value_sliders: float[3] "NO DESCRIPTION"
++ * ThemeDopeSheet.view_sliders -> view_sliders: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.active_file -> active_file: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.active_file_text -> active_file_text: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.list -> list: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.list_text -> list_text: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.list_text_hi -> list_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.list_title -> list_title: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.scroll_handle -> scroll_handle: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.scrollbar -> scrollbar: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.selected_file -> selected_file: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.tiles -> tiles: float[3] "NO DESCRIPTION"
++ * ThemeFileBrowser.title -> title: float[3] "NO DESCRIPTION"
+ * ThemeFontStyle.font_kerning_style -> font_kerning_style: enum "Which style to use for font kerning"
+ * ThemeFontStyle.points -> points: int "NO DESCRIPTION"
+ * ThemeFontStyle.shadow -> shadow: int "Shadow size in pixels (0, 3 and 5 supported)"
@@ -4037,218 +4037,218 @@ Space|SpaceTextEditor.show_line_highlight -> show_line_highlight: boolean "Hi
+ * ThemeFontStyle.shady -> shadow_offset_y: int "Shadow offset in pixels"
+ * ThemeFontStyle.shadowalpha -> shadowalpha: float "NO DESCRIPTION"
+ * ThemeFontStyle.shadowcolor -> shadowcolor: float "Shadow color in grey value"
-+ * ThemeGraphEditor.active_channels_group -> active_channels_group: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.back -> back: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.button -> button: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.channel_group -> channel_group: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.channels_region -> channels_region: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.dopesheet_channel -> dopesheet_channel: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.dopesheet_subchannel -> dopesheet_subchannel: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.frame_current -> frame_current: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.grid -> grid: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.handle_align -> handle_align: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.handle_auto -> handle_auto: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.handle_free -> handle_free: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.handle_sel_align -> handle_sel_align: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.handle_sel_auto -> handle_sel_auto: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.handle_sel_free -> handle_sel_free: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.handle_sel_vect -> handle_sel_vect: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.handle_vect -> handle_vect: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.handle_vertex -> handle_vertex: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.handle_vertex_select -> handle_vertex_select: float "NO DESCRIPTION"
++ * ThemeGraphEditor.active_channels_group -> active_channels_group: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.channel_group -> channel_group: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.channels_region -> channels_region: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.dopesheet_channel -> dopesheet_channel: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.dopesheet_subchannel -> dopesheet_subchannel: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.frame_current -> frame_current: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.grid -> grid: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.handle_align -> handle_align: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.handle_auto -> handle_auto: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.handle_free -> handle_free: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.handle_sel_align -> handle_sel_align: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.handle_sel_auto -> handle_sel_auto: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.handle_sel_free -> handle_sel_free: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.handle_sel_vect -> handle_sel_vect: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.handle_vect -> handle_vect: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.handle_vertex -> handle_vertex: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.handle_vertex_select -> handle_vertex_select: float[3] "NO DESCRIPTION"
+ * ThemeGraphEditor.handle_vertex_size -> handle_vertex_size: int "NO DESCRIPTION"
-+ * ThemeGraphEditor.header -> header: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.lastsel_point -> lastsel_point: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.list -> list: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.list_text -> list_text: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.list_text_hi -> list_text_hi: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.list_title -> list_title: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.panel -> panel: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.text -> text: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.title -> title: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.vertex -> vertex: float "NO DESCRIPTION"
-+ * ThemeGraphEditor.vertex_select -> vertex_select: float "NO DESCRIPTION"
++ * ThemeGraphEditor.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.lastsel_point -> lastsel_point: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.list -> list: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.list_text -> list_text: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.list_text_hi -> list_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.list_title -> list_title: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.panel -> panel: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.title -> title: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.vertex -> vertex: float[3] "NO DESCRIPTION"
++ * ThemeGraphEditor.vertex_select -> vertex_select: float[3] "NO DESCRIPTION"
+ * ThemeGraphEditor.vertex_size -> vertex_size: int "NO DESCRIPTION"
-+ * ThemeGraphEditor.window_sliders -> window_sliders: float "NO DESCRIPTION"
-+ * ThemeImageEditor.back -> back: float "NO DESCRIPTION"
-+ * ThemeImageEditor.button -> button: float "NO DESCRIPTION"
-+ * ThemeImageEditor.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeImageEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeImageEditor.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeImageEditor.editmesh_active -> editmesh_active: float "NO DESCRIPTION"
-+ * ThemeImageEditor.face -> face: float "NO DESCRIPTION"
-+ * ThemeImageEditor.face_dot -> face_dot: float "NO DESCRIPTION"
-+ * ThemeImageEditor.face_select -> face_select: float "NO DESCRIPTION"
++ * ThemeGraphEditor.window_sliders -> window_sliders: float[3] "NO DESCRIPTION"
++ * ThemeImageEditor.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeImageEditor.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeImageEditor.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeImageEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeImageEditor.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeImageEditor.editmesh_active -> editmesh_active: float[4] "NO DESCRIPTION"
++ * ThemeImageEditor.face -> face: float[4] "NO DESCRIPTION"
++ * ThemeImageEditor.face_dot -> face_dot: float[3] "NO DESCRIPTION"
++ * ThemeImageEditor.face_select -> face_select: float[4] "NO DESCRIPTION"
+ * ThemeImageEditor.facedot_size -> facedot_size: int "NO DESCRIPTION"
-+ * ThemeImageEditor.header -> header: float "NO DESCRIPTION"
-+ * ThemeImageEditor.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeImageEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeImageEditor.scope_back -> scope_back: float "NO DESCRIPTION"
-+ * ThemeImageEditor.text -> text: float "NO DESCRIPTION"
-+ * ThemeImageEditor.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeImageEditor.title -> title: float "NO DESCRIPTION"
-+ * ThemeImageEditor.vertex -> vertex: float "NO DESCRIPTION"
-+ * ThemeImageEditor.vertex_select -> vertex_select: float "NO DESCRIPTION"
++ * ThemeImageEditor.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeImageEditor.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeImageEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeImageEditor.scope_back -> scope_back: float[4] "NO DESCRIPTION"
++ * ThemeImageEditor.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeImageEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeImageEditor.title -> title: float[3] "NO DESCRIPTION"
++ * ThemeImageEditor.vertex -> vertex: float[3] "NO DESCRIPTION"
++ * ThemeImageEditor.vertex_select -> vertex_select: float[3] "NO DESCRIPTION"
+ * ThemeImageEditor.vertex_size -> vertex_size: int "NO DESCRIPTION"
-+ * ThemeInfo.back -> back: float "NO DESCRIPTION"
-+ * ThemeInfo.button -> button: float "NO DESCRIPTION"
-+ * ThemeInfo.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeInfo.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeInfo.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeInfo.header -> header: float "NO DESCRIPTION"
-+ * ThemeInfo.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeInfo.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeInfo.text -> text: float "NO DESCRIPTION"
-+ * ThemeInfo.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeInfo.title -> title: float "NO DESCRIPTION"
-+ * ThemeLogicEditor.back -> back: float "NO DESCRIPTION"
-+ * ThemeLogicEditor.button -> button: float "NO DESCRIPTION"
-+ * ThemeLogicEditor.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeLogicEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeLogicEditor.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeLogicEditor.header -> header: float "NO DESCRIPTION"
-+ * ThemeLogicEditor.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeLogicEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeLogicEditor.panel -> panel: float "NO DESCRIPTION"
-+ * ThemeLogicEditor.text -> text: float "NO DESCRIPTION"
-+ * ThemeLogicEditor.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeLogicEditor.title -> title: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.back -> back: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.bars -> bars: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.bars_selected -> bars_selected: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.button -> button: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.frame_current -> frame_current: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.grid -> grid: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.header -> header: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.list -> list: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.list_text -> list_text: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.list_text_hi -> list_text_hi: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.list_title -> list_title: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.strips -> strips: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.strips_selected -> strips_selected: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.text -> text: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.title -> title: float "NO DESCRIPTION"
-+ * ThemeNLAEditor.view_sliders -> view_sliders: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.back -> back: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.button -> button: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.converter_node -> converter_node: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.group_node -> group_node: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.header -> header: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.in_out_node -> in_out_node: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.list -> list: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.list_text -> list_text: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.list_text_hi -> list_text_hi: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.list_title -> list_title: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.node_backdrop -> node_backdrop: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.operator_node -> operator_node: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.selected_text -> selected_text: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.text -> text: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.title -> title: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.wires -> wire: float "NO DESCRIPTION"
-+ * ThemeNodeEditor.wire_select -> wire_select: float "NO DESCRIPTION"
-+ * ThemeOutliner.back -> back: float "NO DESCRIPTION"
-+ * ThemeOutliner.button -> button: float "NO DESCRIPTION"
-+ * ThemeOutliner.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeOutliner.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeOutliner.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeOutliner.header -> header: float "NO DESCRIPTION"
-+ * ThemeOutliner.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeOutliner.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeOutliner.text -> text: float "NO DESCRIPTION"
-+ * ThemeOutliner.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeOutliner.title -> title: float "NO DESCRIPTION"
-+ * ThemeProperties.back -> back: float "NO DESCRIPTION"
-+ * ThemeProperties.button -> button: float "NO DESCRIPTION"
-+ * ThemeProperties.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeProperties.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeProperties.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeProperties.header -> header: float "NO DESCRIPTION"
-+ * ThemeProperties.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeProperties.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeProperties.panel -> panel: float "NO DESCRIPTION"
-+ * ThemeProperties.text -> text: float "NO DESCRIPTION"
-+ * ThemeProperties.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeProperties.title -> title: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.audio_strip -> audio_strip: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.back -> back: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.button -> button: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.draw_action -> draw_action: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.effect_strip -> effect_strip: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.frame_current -> frame_current: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.grid -> grid: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.header -> header: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.image_strip -> image_strip: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.keyframe -> keyframe: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.meta_strip -> meta_strip: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.movie_strip -> movie_strip: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.plugin_strip -> plugin_strip: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.scene_strip -> scene_strip: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.text -> text: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.title -> title: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.transition_strip -> transition_strip: float "NO DESCRIPTION"
-+ * ThemeSequenceEditor.window_sliders -> window_sliders: float "NO DESCRIPTION"
++ * ThemeInfo.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeInfo.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeInfo.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeInfo.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeInfo.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeInfo.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeInfo.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeInfo.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeInfo.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeInfo.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeInfo.title -> title: float[3] "NO DESCRIPTION"
++ * ThemeLogicEditor.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeLogicEditor.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeLogicEditor.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeLogicEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeLogicEditor.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeLogicEditor.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeLogicEditor.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeLogicEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeLogicEditor.panel -> panel: float[3] "NO DESCRIPTION"
++ * ThemeLogicEditor.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeLogicEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeLogicEditor.title -> title: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.bars -> bars: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.bars_selected -> bars_selected: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.frame_current -> frame_current: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.grid -> grid: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.list -> list: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.list_text -> list_text: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.list_text_hi -> list_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.list_title -> list_title: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.strips -> strips: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.strips_selected -> strips_selected: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.title -> title: float[3] "NO DESCRIPTION"
++ * ThemeNLAEditor.view_sliders -> view_sliders: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.converter_node -> converter_node: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.group_node -> group_node: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.in_out_node -> in_out_node: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.list -> list: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.list_text -> list_text: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.list_text_hi -> list_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.list_title -> list_title: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.node_backdrop -> node_backdrop: float[4] "NO DESCRIPTION"
++ * ThemeNodeEditor.operator_node -> operator_node: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.selected_text -> selected_text: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.title -> title: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.wires -> wire: float[3] "NO DESCRIPTION"
++ * ThemeNodeEditor.wire_select -> wire_select: float[3] "NO DESCRIPTION"
++ * ThemeOutliner.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeOutliner.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeOutliner.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeOutliner.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeOutliner.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeOutliner.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeOutliner.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeOutliner.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeOutliner.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeOutliner.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeOutliner.title -> title: float[3] "NO DESCRIPTION"
++ * ThemeProperties.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeProperties.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeProperties.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeProperties.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeProperties.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeProperties.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeProperties.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeProperties.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeProperties.panel -> panel: float[3] "NO DESCRIPTION"
++ * ThemeProperties.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeProperties.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeProperties.title -> title: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.audio_strip -> audio_strip: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.draw_action -> draw_action: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.effect_strip -> effect_strip: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.frame_current -> frame_current: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.grid -> grid: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.image_strip -> image_strip: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.keyframe -> keyframe: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.meta_strip -> meta_strip: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.movie_strip -> movie_strip: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.plugin_strip -> plugin_strip: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.scene_strip -> scene_strip: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.title -> title: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.transition_strip -> transition_strip: float[3] "NO DESCRIPTION"
++ * ThemeSequenceEditor.window_sliders -> window_sliders: float[3] "NO DESCRIPTION"
+ * ThemeStyle.grouplabel -> group_label: pointer, "(read-only)"
+ * ThemeStyle.paneltitle -> panel_title: pointer, "(read-only)"
+ * ThemeStyle.panelzoom -> panelzoom: float "Default zoom level for panel areas"
+ * ThemeStyle.widget -> widget: pointer, "(read-only)"
+ * ThemeStyle.widgetlabel -> widget_label: pointer, "(read-only)"
-+ * ThemeTextEditor.back -> back: float "NO DESCRIPTION"
-+ * ThemeTextEditor.button -> button: float "NO DESCRIPTION"
-+ * ThemeTextEditor.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeTextEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeTextEditor.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeTextEditor.cursor -> cursor: float "NO DESCRIPTION"
-+ * ThemeTextEditor.header -> header: float "NO DESCRIPTION"
-+ * ThemeTextEditor.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeTextEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeTextEditor.line_numbers_background -> line_numbers_background: float "NO DESCRIPTION"
-+ * ThemeTextEditor.scroll_bar -> scroll_bar: float "NO DESCRIPTION"
-+ * ThemeTextEditor.selected_text -> selected_text: float "NO DESCRIPTION"
-+ * ThemeTextEditor.syntax_builtin -> syntax_builtin: float "NO DESCRIPTION"
-+ * ThemeTextEditor.syntax_comment -> syntax_comment: float "NO DESCRIPTION"
-+ * ThemeTextEditor.syntax_numbers -> syntax_numbers: float "NO DESCRIPTION"
-+ * ThemeTextEditor.syntax_special -> syntax_special: float "NO DESCRIPTION"
-+ * ThemeTextEditor.syntax_string -> syntax_string: float "NO DESCRIPTION"
-+ * ThemeTextEditor.text -> text: float "NO DESCRIPTION"
-+ * ThemeTextEditor.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeTextEditor.title -> title: float "NO DESCRIPTION"
-+ * ThemeTimeline.back -> back: float "NO DESCRIPTION"
-+ * ThemeTimeline.button -> button: float "NO DESCRIPTION"
-+ * ThemeTimeline.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeTimeline.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeTimeline.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeTimeline.frame_current -> frame_current: float "NO DESCRIPTION"
-+ * ThemeTimeline.grid -> grid: float "NO DESCRIPTION"
-+ * ThemeTimeline.header -> header: float "NO DESCRIPTION"
-+ * ThemeTimeline.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeTimeline.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeTimeline.text -> text: float "NO DESCRIPTION"
-+ * ThemeTimeline.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeTimeline.title -> title: float "NO DESCRIPTION"
++ * ThemeTextEditor.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.cursor -> cursor: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.line_numbers_background -> line_numbers_background: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.scroll_bar -> scroll_bar: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.selected_text -> selected_text: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.syntax_builtin -> syntax_builtin: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.syntax_comment -> syntax_comment: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.syntax_numbers -> syntax_numbers: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.syntax_special -> syntax_special: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.syntax_string -> syntax_string: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeTextEditor.title -> title: float[3] "NO DESCRIPTION"
++ * ThemeTimeline.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeTimeline.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeTimeline.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeTimeline.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeTimeline.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeTimeline.frame_current -> frame_current: float[3] "NO DESCRIPTION"
++ * ThemeTimeline.grid -> grid: float[3] "NO DESCRIPTION"
++ * ThemeTimeline.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeTimeline.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeTimeline.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeTimeline.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeTimeline.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeTimeline.title -> title: float[3] "NO DESCRIPTION"
+ * ThemeUserInterface.icon_file -> icon_file: string "NO DESCRIPTION"
+ * ThemeUserInterface.wcol_box -> wcol_box: pointer, "(read-only)"
+ * ThemeUserInterface.wcol_list_item -> wcol_list_item: pointer, "(read-only)"
@@ -4267,85 +4267,85 @@ Space|SpaceTextEditor.show_line_highlight -> show_line_highlight: boolean "Hi
+ * ThemeUserInterface.wcol_text -> wcol_text: pointer, "(read-only)"
+ * ThemeUserInterface.wcol_toggle -> wcol_toggle: pointer, "(read-only)"
+ * ThemeUserInterface.wcol_tool -> wcol_tool: pointer, "(read-only)"
-+ * ThemeUserPreferences.back -> back: float "NO DESCRIPTION"
-+ * ThemeUserPreferences.button -> button: float "NO DESCRIPTION"
-+ * ThemeUserPreferences.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeUserPreferences.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeUserPreferences.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeUserPreferences.header -> header: float "NO DESCRIPTION"
-+ * ThemeUserPreferences.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeUserPreferences.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeUserPreferences.text -> text: float "NO DESCRIPTION"
-+ * ThemeUserPreferences.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeUserPreferences.title -> title: float "NO DESCRIPTION"
-+ * ThemeView3D.act_spline -> act_spline: float "NO DESCRIPTION"
-+ * ThemeView3D.back -> back: float "NO DESCRIPTION"
-+ * ThemeView3D.bone_pose -> bone_pose: float "NO DESCRIPTION"
-+ * ThemeView3D.bone_solid -> bone_solid: float "NO DESCRIPTION"
-+ * ThemeView3D.button -> button: float "NO DESCRIPTION"
-+ * ThemeView3D.button_text -> button_text: float "NO DESCRIPTION"
-+ * ThemeView3D.button_text_hi -> button_text_hi: float "NO DESCRIPTION"
-+ * ThemeView3D.button_title -> button_title: float "NO DESCRIPTION"
-+ * ThemeView3D.edge_crease -> edge_crease: float "NO DESCRIPTION"
-+ * ThemeView3D.edge_facesel -> edge_facesel: float "NO DESCRIPTION"
-+ * ThemeView3D.edge_seam -> edge_seam: float "NO DESCRIPTION"
-+ * ThemeView3D.edge_select -> edge_select: float "NO DESCRIPTION"
-+ * ThemeView3D.edge_sharp -> edge_sharp: float "NO DESCRIPTION"
-+ * ThemeView3D.editmesh_active -> editmesh_active: float "NO DESCRIPTION"
-+ * ThemeView3D.face -> face: float "NO DESCRIPTION"
-+ * ThemeView3D.face_dot -> face_dot: float "NO DESCRIPTION"
-+ * ThemeView3D.face_select -> face_select: float "NO DESCRIPTION"
++ * ThemeUserPreferences.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeUserPreferences.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeUserPreferences.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeUserPreferences.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeUserPreferences.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeUserPreferences.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeUserPreferences.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeUserPreferences.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeUserPreferences.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeUserPreferences.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeUserPreferences.title -> title: float[3] "NO DESCRIPTION"
++ * ThemeView3D.act_spline -> act_spline: float[3] "NO DESCRIPTION"
++ * ThemeView3D.back -> back: float[3] "NO DESCRIPTION"
++ * ThemeView3D.bone_pose -> bone_pose: float[3] "NO DESCRIPTION"
++ * ThemeView3D.bone_solid -> bone_solid: float[3] "NO DESCRIPTION"
++ * ThemeView3D.button -> button: float[3] "NO DESCRIPTION"
++ * ThemeView3D.button_text -> button_text: float[3] "NO DESCRIPTION"
++ * ThemeView3D.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeView3D.button_title -> button_title: float[3] "NO DESCRIPTION"
++ * ThemeView3D.edge_crease -> edge_crease: float[3] "NO DESCRIPTION"
++ * ThemeView3D.edge_facesel -> edge_facesel: float[3] "NO DESCRIPTION"
++ * ThemeView3D.edge_seam -> edge_seam: float[3] "NO DESCRIPTION"
++ * ThemeView3D.edge_select -> edge_select: float[3] "NO DESCRIPTION"
++ * ThemeView3D.edge_sharp -> edge_sharp: float[3] "NO DESCRIPTION"
++ * ThemeView3D.editmesh_active -> editmesh_active: float[4] "NO DESCRIPTION"
++ * ThemeView3D.face -> face: float[4] "NO DESCRIPTION"
++ * ThemeView3D.face_dot -> face_dot: float[3] "NO DESCRIPTION"
++ * ThemeView3D.face_select -> face_select: float[4] "NO DESCRIPTION"
+ * ThemeView3D.facedot_size -> facedot_size: int "NO DESCRIPTION"
-+ * ThemeView3D.frame_current -> frame_current: float "NO DESCRIPTION"
-+ * ThemeView3D.grid -> grid: float "NO DESCRIPTION"
-+ * ThemeView3D.handle_align -> handle_align: float "NO DESCRIPTION"
-+ * ThemeView3D.handle_auto -> handle_auto: float "NO DESCRIPTION"
-+ * ThemeView3D.handle_free -> handle_free: float "NO DESCRIPTION"
-+ * ThemeView3D.handle_sel_align -> handle_sel_align: float "NO DESCRIPTION"
-+ * ThemeView3D.handle_sel_auto -> handle_sel_auto: float "NO DESCRIPTION"
-+ * ThemeView3D.handle_sel_free -> handle_sel_free: float "NO DESCRIPTION"
-+ * ThemeView3D.handle_sel_vect -> handle_sel_vect: float "NO DESCRIPTION"
-+ * ThemeView3D.handle_vect -> handle_vect: float "NO DESCRIPTION"
-+ * ThemeView3D.header -> header: float "NO DESCRIPTION"
-+ * ThemeView3D.header_text -> header_text: float "NO DESCRIPTION"
-+ * ThemeView3D.header_text_hi -> header_text_hi: float "NO DESCRIPTION"
-+ * ThemeView3D.lamp -> lamp: float "NO DESCRIPTION"
-+ * ThemeView3D.lastsel_point -> lastsel_point: float "NO DESCRIPTION"
-+ * ThemeView3D.normal -> normal: float "NO DESCRIPTION"
-+ * ThemeView3D.nurb_sel_uline -> nurb_sel_uline: float "NO DESCRIPTION"
-+ * ThemeView3D.nurb_sel_vline -> nurb_sel_vline: float "NO DESCRIPTION"
-+ * ThemeView3D.nurb_uline -> nurb_uline: float "NO DESCRIPTION"
-+ * ThemeView3D.nurb_vline -> nurb_vline: float "NO DESCRIPTION"
-+ * ThemeView3D.object_active -> object_active: float "NO DESCRIPTION"
-+ * ThemeView3D.object_grouped -> object_grouped: float "NO DESCRIPTION"
-+ * ThemeView3D.object_grouped_active -> object_grouped_active: float "NO DESCRIPTION"
-+ * ThemeView3D.object_selected -> object_selected: float "NO DESCRIPTION"
-+ * ThemeView3D.panel -> panel: float "NO DESCRIPTION"
-+ * ThemeView3D.text -> text: float "NO DESCRIPTION"
-+ * ThemeView3D.text_hi -> text_hi: float "NO DESCRIPTION"
-+ * ThemeView3D.title -> title: float "NO DESCRIPTION"
-+ * ThemeView3D.transform -> transform: float "NO DESCRIPTION"
-+ * ThemeView3D.vertex -> vertex: float "NO DESCRIPTION"
-+ * ThemeView3D.vertex_normal -> vertex_normal: float "NO DESCRIPTION"
-+ * ThemeView3D.vertex_select -> vertex_select: float "NO DESCRIPTION"
++ * ThemeView3D.frame_current -> frame_current: float[3] "NO DESCRIPTION"
++ * ThemeView3D.grid -> grid: float[3] "NO DESCRIPTION"
++ * ThemeView3D.handle_align -> handle_align: float[3] "NO DESCRIPTION"
++ * ThemeView3D.handle_auto -> handle_auto: float[3] "NO DESCRIPTION"
++ * ThemeView3D.handle_free -> handle_free: float[3] "NO DESCRIPTION"
++ * ThemeView3D.handle_sel_align -> handle_sel_align: float[3] "NO DESCRIPTION"
++ * ThemeView3D.handle_sel_auto -> handle_sel_auto: float[3] "NO DESCRIPTION"
++ * ThemeView3D.handle_sel_free -> handle_sel_free: float[3] "NO DESCRIPTION"
++ * ThemeView3D.handle_sel_vect -> handle_sel_vect: float[3] "NO DESCRIPTION"
++ * ThemeView3D.handle_vect -> handle_vect: float[3] "NO DESCRIPTION"
++ * ThemeView3D.header -> header: float[3] "NO DESCRIPTION"
++ * ThemeView3D.header_text -> header_text: float[3] "NO DESCRIPTION"
++ * ThemeView3D.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION"
++ * ThemeView3D.lamp -> lamp: float[4] "NO DESCRIPTION"
++ * ThemeView3D.lastsel_point -> lastsel_point: float[3] "NO DESCRIPTION"
++ * ThemeView3D.normal -> normal: float[3] "NO DESCRIPTION"
++ * ThemeView3D.nurb_sel_uline -> nurb_sel_uline: float[3] "NO DESCRIPTION"
++ * ThemeView3D.nurb_sel_vline -> nurb_sel_vline: float[3] "NO DESCRIPTION"
++ * ThemeView3D.nurb_uline -> nurb_uline: float[3] "NO DESCRIPTION"
++ * ThemeView3D.nurb_vline -> nurb_vline: float[3] "NO DESCRIPTION"
++ * ThemeView3D.object_active -> object_active: float[3] "NO DESCRIPTION"
++ * ThemeView3D.object_grouped -> object_grouped: float[3] "NO DESCRIPTION"
++ * ThemeView3D.object_grouped_active -> object_grouped_active: float[3] "NO DESCRIPTION"
++ * ThemeView3D.object_selected -> object_selected: float[3] "NO DESCRIPTION"
++ * ThemeView3D.panel -> panel: float[4] "NO DESCRIPTION"
++ * ThemeView3D.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeView3D.text_hi -> text_hi: float[3] "NO DESCRIPTION"
++ * ThemeView3D.title -> title: float[3] "NO DESCRIPTION"
++ * ThemeView3D.transform -> transform: float[3] "NO DESCRIPTION"
++ * ThemeView3D.vertex -> vertex: float[3] "NO DESCRIPTION"
++ * ThemeView3D.vertex_normal -> vertex_normal: float[3] "NO DESCRIPTION"
++ * ThemeView3D.vertex_select -> vertex_select: float[3] "NO DESCRIPTION"
+ * ThemeView3D.vertex_size -> vertex_size: int "NO DESCRIPTION"
-+ * ThemeView3D.wire -> wire: float "NO DESCRIPTION"
-+ * ThemeWidgetColors.inner -> inner: float "NO DESCRIPTION"
-+ * ThemeWidgetColors.inner_sel -> inner_sel: float "NO DESCRIPTION"
-+ * ThemeWidgetColors.item -> item: float "NO DESCRIPTION"
-+ * ThemeWidgetColors.outline -> outline: float "NO DESCRIPTION"
++ * ThemeView3D.wire -> wire: float[3] "NO DESCRIPTION"
++ * ThemeWidgetColors.inner -> inner: float[4] "NO DESCRIPTION"
++ * ThemeWidgetColors.inner_sel -> inner_sel: float[4] "NO DESCRIPTION"
++ * ThemeWidgetColors.item -> item: float[4] "NO DESCRIPTION"
++ * ThemeWidgetColors.outline -> outline: float[3] "NO DESCRIPTION"
+ * ThemeWidgetColors.shadedown -> shadedown: int "NO DESCRIPTION"
+ * ThemeWidgetColors.shadetop -> shadetop: int "NO DESCRIPTION"
+ * ThemeWidgetColors.shaded -> show_shaded: boolean "NO DESCRIPTION"
-+ * ThemeWidgetColors.text -> text: float "NO DESCRIPTION"
-+ * ThemeWidgetColors.text_sel -> text_sel: float "NO DESCRIPTION"
++ * ThemeWidgetColors.text -> text: float[3] "NO DESCRIPTION"
++ * ThemeWidgetColors.text_sel -> text_sel: float[3] "NO DESCRIPTION"
+ * ThemeWidgetStateColors.blend -> blend: float "NO DESCRIPTION"
-+ * ThemeWidgetStateColors.inner_anim -> inner_anim: float "NO DESCRIPTION"
-+ * ThemeWidgetStateColors.inner_anim_sel -> inner_anim_sel: float "NO DESCRIPTION"
-+ * ThemeWidgetStateColors.inner_driven -> inner_driven: float "NO DESCRIPTION"
-+ * ThemeWidgetStateColors.inner_driven_sel -> inner_driven_sel: float "NO DESCRIPTION"
-+ * ThemeWidgetStateColors.inner_key -> inner_key: float "NO DESCRIPTION"
-+ * ThemeWidgetStateColors.inner_key_sel -> inner_key_sel: float "NO DESCRIPTION"
++ * ThemeWidgetStateColors.inner_anim -> inner_anim: float[3] "NO DESCRIPTION"
++ * ThemeWidgetStateColors.inner_anim_sel -> inner_anim_sel: float[3] "NO DESCRIPTION"
++ * ThemeWidgetStateColors.inner_driven -> inner_driven: float[3] "NO DESCRIPTION"
++ * ThemeWidgetStateColors.inner_driven_sel -> inner_driven_sel: float[3] "NO DESCRIPTION"
++ * ThemeWidgetStateColors.inner_key -> inner_key: float[3] "NO DESCRIPTION"
++ * ThemeWidgetStateColors.inner_key_sel -> inner_key_sel: float[3] "NO DESCRIPTION"
+ * TimelineMarker.camera -> camera: pointer "Camera this timeline sets to active"
+ * TimelineMarker.frame -> frame: int "The frame on which the timeline marker appears"
+ * TimelineMarker.name -> name: string "NO DESCRIPTION"
@@ -4361,7 +4361,7 @@ Space|SpaceTextEditor.show_line_highlight -> show_line_highlight: boolean "Hi
+ * ToolSettings.etch_subdivision_number -> etch_subdivision_number: int "Number of bones in the subdivided stroke"
+ * ToolSettings.etch_template -> etch_template: pointer "Template armature that will be retargeted to the stroke"
+ * ToolSettings.image_paint -> image_paint: pointer, "(read-only)"
-+ * ToolSettings.mesh_selection_mode -> mesh_select_mode: boolean "Which mesh elements selection works on"
++ * ToolSettings.mesh_selection_mode -> mesh_select_mode: boolean[3] "Which mesh elements selection works on"
+ * ToolSettings.normal_size -> normal_size: float "Display size for normals in the 3D view"
+ * ToolSettings.particle_edit -> particle_edit: pointer, "(read-only)"
+ * ToolSettings.proportional_editing -> proportional_edit: enum "Proportional editing mode"
@@ -4390,14 +4390,14 @@ Space|SpaceTextEditor.show_line_highlight -> show_line_highlight: boolean "Hi
+ * ToolSettings.vertex_group_weight -> vertex_group_weight: float "Weight to assign in vertex groups"
+ * ToolSettings.vertex_paint -> vertex_paint: pointer, "(read-only)"
+ * ToolSettings.weight_paint -> weight_paint: pointer, "(read-only)"
-+ * TransformOrientation.matrix -> matrix: float "NO DESCRIPTION"
++ * TransformOrientation.matrix -> matrix: float[9] "NO DESCRIPTION"
+ * TransformOrientation.name -> name: string "NO DESCRIPTION"
+ * UILayout.alignment -> alignment: enum "NO DESCRIPTION"
+ * UILayout.operator_context -> operator_context: enum "NO DESCRIPTION"
-+ * UILayout.scale_x -> scale_x: float "NO DESCRIPTION"
-+ * UILayout.scale_y -> scale_y: float "NO DESCRIPTION"
++ * UILayout.scale_x -> scale_x: float "Scale factor along the X for items in this (sub)layout."
++ * UILayout.scale_y -> scale_y: float "Scale factor along the Y for items in this (sub)layout."
+ * UILayout.active -> show_active: boolean "NO DESCRIPTION"
-+ * UILayout.enabled -> show_enabled: boolean "NO DESCRIPTION"
++ * UILayout.enabled -> show_enabled: boolean "When false, this (sub)layout is greyed out."
+ * UVProjector.object -> object: pointer "Object to use as projector transform"
+ * UnitSettings.rotation_units -> rotation_units: enum "Unit to use for displaying/editing rotation values"
+ * UnitSettings.scale_length -> scale_length: float "Scale to use when converting between blender units and dimensions"
@@ -4420,7 +4420,7 @@ Space|SpaceTextEditor.show_line_highlight -> show_line_highlight: boolean "Hi
+ * UserPreferencesEdit.keyframe_new_interpolation_type -> keyframe_new_interpolation_type: enum "NO DESCRIPTION"
+ * UserPreferencesEdit.material_link -> material_link: enum "Toggle whether the material is linked to object data or the object block"
+ * UserPreferencesEdit.object_align -> object_align: enum "When adding objects from a 3D View menu, either align them to that views direction or the world coordinates"
-+ * UserPreferencesEdit.sculpt_paint_overlay_col -> sculpt_paint_overlay_color: float "Color of texture overlay"
++ * UserPreferencesEdit.sculpt_paint_overlay_col -> sculpt_paint_overlay_color: float[3] "Color of texture overlay"
+ * UserPreferencesEdit.undo_memory_limit -> undo_memory_limit: int "Maximum memory usage in megabytes (0 means unlimited)"
+ * UserPreferencesEdit.undo_steps -> undo_steps: int "Number of undo steps available (smaller values conserve memory)"
+ * UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean "Automatic keyframe insertion for Objects and Bones"
@@ -4547,13 +4547,13 @@ Space|SpaceTextEditor.show_line_highlight -> show_line_highlight: boolean "Hi
+ * UserPreferencesView.rotate_around_selection -> use_rotate_around_active: boolean "Use selection as the pivot point"
+ * UserPreferencesView.zoom_to_mouse -> use_zoom_to_mouse: boolean "Zoom in towards the mouse pointers position in the 3D view, rather than the 2D window center"
+ * UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_spacing_min: int "Minimum number of pixels between each gridline in 2D Viewports"
-+ * UserSolidLight.diffuse_color -> diffuse_color: float "The diffuse color of the OpenGL light"
-+ * UserSolidLight.direction -> direction: float "The direction that the OpenGL light is shining"
-+ * UserSolidLight.specular_color -> specular_color: float "The color of the lights specular highlight"
++ * 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"
-+ * ValueNodeSocket.default_value -> default_value: float "Default value of the socket when no link is attached"
++ * 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 "Default value of the socket when no link is attached"
++ * VectorNodeSocket.default_value -> default_value: float[3] "Default value of the socket when no link is attached"
+ * VectorNodeSocket.name -> name: string, "(read-only) Socket name"
+ * VertexGroup.index -> index: int, "(read-only) Index number of the vertex group"
+ * VertexGroup.name -> name: string "Vertex group name"
@@ -4565,7 +4565,7 @@ Space|SpaceTextEditor.show_line_highlight -> show_line_highlight: boolean "Hi
+ * VoxelData.source_path -> filepath: string "The external source data file to use"
+ * VoxelData.intensity -> intensity: float "Multiplier for intensity values"
+ * VoxelData.interpolation -> interpolation: enum "Method to interpolate/smooth values between voxel cells"
-+ * VoxelData.resolution -> resolution: int "Resolution of the voxel grid"
++ * VoxelData.resolution -> resolution: int[3] "Resolution of the voxel grid"
+ * VoxelData.smoke_data_type -> smoke_data_type: enum "Simulation value to be used as a texture"
+ * VoxelData.still_frame_number -> still_frame: int "The frame number to always use"
+ * VoxelData.still -> use_still_frame: boolean "Always render a still frame from the voxel data sequence"
@@ -4602,4 +4602,4 @@ Space|SpaceTextEditor.show_line_highlight -> show_line_highlight: boolean "Hi
+ * 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"
++ * WorldStarsSettings.use_stars -> use_stars: boolean "Enable starfield generation[650925 refs]"