Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBrecht Van Lommel <brechtvanlommel@pandora.be>2010-07-15 21:54:53 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2010-07-15 21:54:53 +0400
commit68c59beefdd19fb9140852da8c879ad5d8876101 (patch)
tree95181895a0a44857ab537c1336e0c101d5f51c5c /source/blender/makesrna/rna_cleanup
parent5ae1687bd7894e1676f1a940f71b07d8a16bf234 (diff)
RNA cleanup: some more boolean changes based on discussion with Luca.
Diffstat (limited to 'source/blender/makesrna/rna_cleanup')
-rw-r--r--source/blender/makesrna/rna_cleanup/rna_booleans.txt50
1 files changed, 25 insertions, 25 deletions
diff --git a/source/blender/makesrna/rna_cleanup/rna_booleans.txt b/source/blender/makesrna/rna_cleanup/rna_booleans.txt
index 5c98ef7b9ad..ac3da595ee4 100644
--- a/source/blender/makesrna/rna_cleanup/rna_booleans.txt
+++ b/source/blender/makesrna/rna_cleanup/rna_booleans.txt
@@ -24,8 +24,8 @@ Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean Draw
Armature.draw_group_colors -> show_group_colors: boolean Draw bone group colors
Armature.draw_names -> show_names: boolean Draw bone names
Armature.show_ghost_only_selected -> show_only_ghost_selected: boolean
-Armature.layer -> layer: boolean Armature layer visibility
-Armature.layer_protection -> layer_protected: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo
+Armature.layer -> layers: boolean Armature layer visibility
+Armature.layer_protection -> layers_protected: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo
Armature.x_axis_mirror -> use_mirror_x: boolean Apply changes to matching bone on opposite side of X-Axis
ArmatureModifier.invert -> invert_vertex_group: boolean Invert vertex group influence
ArmatureModifier.multi_modifier -> use_multi_modifier: boolean Use same input as previous modifier, and mix results using overall vgroup
@@ -57,7 +57,7 @@ Bone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe reg
Bone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
Bone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone
-Bone.layer -> layer: boolean Layers bone exists in
+Bone.layer -> layers: boolean Layers bone exists in
Bone.local_location -> use_local_location: boolean Bone location is set in local space
Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
BooleanProperty.default -> default: boolean, (read-only) Default value for this number
@@ -143,7 +143,7 @@ ControlFluidSettings.active -> use: boolean Object contributes to the flui
ControlFluidSettings.reverse_frames -> use_reverse_frames: boolean Reverse control object movement
Controller.expanded -> show_expanded: boolean Set controller expanded in the user interface
Controller.priority -> use_priority: boolean Mark controller for execution before all non-marked controllers (good for startup scripts)
-Controller.state -> state: boolean, (read-only) Set Controller state index (1 to 30)
+Controller.state -> states: boolean, (read-only) Set Controller state index (1 to 30)
CopyLocationConstraint.invert_x -> invert_x: boolean Invert the X location
CopyLocationConstraint.invert_y -> invert_y: boolean Invert the Y location
CopyLocationConstraint.invert_z -> invert_z: boolean Invert the Z location
@@ -211,7 +211,7 @@ EditBone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe
EditBone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
EditBone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone
-EditBone.layer -> layer: boolean Layers bone exists in
+EditBone.layer -> layers: boolean Layers bone exists in
EditBone.local_location -> use_local_location: boolean Bone location is set in local space
EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
@@ -233,8 +233,8 @@ EffectSequence.use_crop -> use_crop: boolean Crop image before processing
EffectSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
EffectSequence.use_translation -> use_translation: boolean Translate image before processing
EffectorWeights.do_growing_hair -> apply_to_hair_growing: boolean Use force fields when growing hair
-EnvironmentMap.ignore_layers -> layer_ignore: boolean Hide objects on these layers when generating the Environment Map
-EnvironmentMapTexture.use_filter_size_min -> filter_size_min: boolean Use Filter Size as a minimal filter value in pixels
+EnvironmentMap.ignore_layers -> layers_ignore: boolean Hide objects on these layers when generating the Environment Map
+EnvironmentMapTexture.use_filter_size_min -> use_minimum_filter_size: boolean Use Filter Size as a minimal filter value in pixels
EnvironmentMapTexture.mipmap -> use_mipmap: boolean Uses auto-generated MIP maps for the image
EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss: boolean Uses Gauss filter to sample down MIP maps
Event.alt -> alt: boolean, (read-only) True when the Alt/Option key is held
@@ -248,7 +248,7 @@ ExplodeModifier.split_edges -> use_edge_split: boolean Split face edges fo
ExplodeModifier.unborn -> show_unborn: boolean Show mesh when particles are unborn
FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean All auto-handles for F-Curve are clamped
FModifier.active -> active: boolean F-Curve Modifier is the one being edited
-NEGATE * FModifier.disabled -> enabled: boolean, (read-only) F-Curve Modifier has invalid settings and will not be evaluated
+NEGATE * FModifier.disabled -> use: boolean, (read-only) F-Curve Modifier has invalid settings and will not be evaluated
FModifier.expanded -> show_expanded: boolean F-Curve Modifier's panel is expanded in UI
FModifierFunctionGenerator.additive -> use_additive: boolean Values generated by this modifier are applied on top of the existing values instead of overwriting them
FModifierGenerator.additive -> use_additive: boolean Values generated by this modifier are applied on top of the existing values instead of overwriting them
@@ -310,7 +310,7 @@ GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean
GameObjectSettings.collision_compound -> use_collision_compound: boolean Add children to form a compound collision object
GameObjectSettings.debug_state -> show_debug_state: boolean Print state debug info in the game engine
GameObjectSettings.ghost -> use_ghost: boolean Object does not restitute collisions, like a ghost
-GameObjectSettings.initial_state -> state_initial: boolean Initial state when the game starts
+GameObjectSettings.initial_state -> states_initial: boolean Initial state when the game starts
GameObjectSettings.lock_x_axis -> lock_location_x: boolean Disable simulation of linear motion along the X axis
GameObjectSettings.lock_x_rot_axis -> lock_rotation_x: boolean Disable simulation of angular motion along the X axis
GameObjectSettings.lock_y_axis -> lock_location_y: boolean Disable simulation of linear motion along the Y axis
@@ -326,8 +326,8 @@ GameObjectSettings.show_sensors -> show_sensors: boolean Shows sensors for
GameObjectSettings.show_state_panel -> show_state_panel: boolean Show state panel
GameObjectSettings.use_activity_culling -> use_activity_culling: boolean Disable simulation of angular motion along the Z axis
GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean Specify a collision bounds type other than the default
-GameObjectSettings.used_state -> state_used: boolean, (read-only) States which are being used by controllers
-GameObjectSettings.visible_state -> state_visible: boolean State determining which controllers are displayed
+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
GameProperty.debug -> show_debug: boolean Print debug information for this property
GameSoftBodySettings.bending_const -> use_bending_constraints: boolean Enable bending constraints
GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean Enable cluster collision between soft and rigid body
@@ -335,7 +335,7 @@ GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody:
GameSoftBodySettings.shape_match -> use_shape_match: boolean Enable soft body shape matching goal
GlowSequence.only_boost -> use_only_boost: boolean Show the glow buffer only
GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean Only use the first and last parts of the stroke for snapping
-Group.layer -> layer: boolean Layers visible when this groups is instanced as a dupli
+Group.layer -> layers: boolean Layers visible when this groups is instanced as a dupli
ID.fake_user -> use_fake_user: boolean Saves this datablock even if it has no users
ID.tag -> tag: boolean Tools can use this to tag data, (initial state is undefined)
Image.animated -> use_animation: boolean Use as animated texture in the game engine
@@ -542,7 +542,7 @@ Mesh.use_paint_mask -> use_paint_mask: boolean Face selection masking for
Mesh.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
MeshColorLayer.active -> active: boolean Sets the layer as active for display and editing
MeshColorLayer.active_render -> active_render: boolean Sets the layer as active for rendering
-MeshDeformModifier.dynamic -> dynamic: boolean Recompute binding dynamically on top of other deformers (slower and more memory consuming.)
+MeshDeformModifier.dynamic -> use_dynamic_bind: boolean Recompute binding dynamically on top of other deformers (slower and more memory consuming.)
MeshDeformModifier.invert -> invert_vertex_group: boolean Invert vertex group influence
MeshDeformModifier.is_bound -> is_bound: boolean, (read-only) Whether geometry has been bound to control cage
MeshEdge.fgon -> is_fgon: boolean, (read-only) Fgon edge
@@ -563,7 +563,7 @@ MeshTextureFace.shared -> use_blend_shared: boolean Blend vertex colors ac
MeshTextureFace.tex -> use_texture: boolean Render face with texture
MeshTextureFace.text -> use_bitmap_text: boolean Enable bitmap text on face
MeshTextureFace.twoside -> use_twoside: boolean Render face two-sided
-MeshTextureFace.uv_pinned -> uv_pin: boolean
+MeshTextureFace.uv_pinned -> pin_uv: boolean
MeshTextureFace.uv_selected -> select_uv: boolean
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
@@ -644,7 +644,7 @@ Object.draw_texture_space -> show_texture_space: boolean Displays the obje
Object.draw_transparent -> show_transparent: boolean Enables transparent materials for the object (Mesh only)
Object.draw_wire -> show_wire: boolean Adds the object's wireframe over solid drawing
Object.duplis_used -> is_duplicator: boolean, (read-only)
-Object.layers -> layer: boolean Layers the object is on
+Object.layers -> layers: boolean Layers the object is on
Object.lock_location -> lock_location: boolean Lock editing of location in the interface
Object.lock_rotation -> lock_rotation: boolean Lock editing of rotation in the interface
Object.lock_rotation_w -> lock_rotation_w: boolean Lock editing of 'angle' component of four-component rotations in the interface
@@ -672,7 +672,7 @@ ObjectActuator.local_torque -> use_local_torque: boolean Torque is defined
ObjectActuator.servo_limit_x -> use_servo_limit_x: boolean Set limit to force along the X axis
ObjectActuator.servo_limit_y -> use_servo_limit_y: boolean Set limit to force along the Y axis
ObjectActuator.servo_limit_z -> use_servo_limit_z: boolean Set limit to force along the Z axis
-ObjectBase.layers -> layer: boolean Layers the object base is on
+ObjectBase.layers -> layers: boolean Layers the object base is on
ObstacleFluidSettings.active -> use: boolean Object contributes to the fluid simulation
ObstacleFluidSettings.export_animated_mesh -> use_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
Operator.has_reports -> has_reports: boolean, (read-only) Operator has a set of reports (warnings and errors) from last execution
@@ -767,7 +767,7 @@ PointCache.baked -> is_baked: boolean, (read-only)
PointCache.baking -> is_baking: boolean, (read-only)
PointCache.disk_cache -> use_disk_cache: boolean Save cache files to disk (.blend file must be saved first)
PointCache.external -> use_external: boolean Read cache from an external location
-PointCache.has_skipped_frames-> frames_skipped: boolean, (read-only)
+PointCache.has_skipped_frames-> has_skipped_frames: boolean, (read-only)
PointCache.outdated -> is_outdated: boolean, (read-only)
PointCache.quick_cache -> use_quick_cache: boolean Update simulation with cache steps
PointCache.use_library_path -> use_library_path: boolean Use this files path when library linked into another file.
@@ -839,9 +839,9 @@ RenderLayer.pass_z -> use_pass_z: boolean, (read-only) Deliver Z values pa
RenderLayer.sky -> use_sky: boolean, (read-only) Render Sky in this Layer
RenderLayer.solid -> use_solid: boolean, (read-only) Render Solid faces in this Layer
RenderLayer.strand -> use_strand: boolean, (read-only) Render Strands in this Layer
-RenderLayer.visible_layers -> layer: boolean, (read-only) Scene layers included in this render layer
+RenderLayer.visible_layers -> layers: boolean, (read-only) Scene layers included in this render layer
RenderLayer.zmask -> use_zmask: boolean, (read-only) Only render what's in front of the solid z values
-RenderLayer.zmask_layers -> layer_zmask: boolean, (read-only) Zmask scene layers
+RenderLayer.zmask_layers -> layers_zmask: boolean, (read-only) Zmask scene layers
RenderLayer.zmask_negate -> invert_zmask: boolean, (read-only) For Zmask, only render what is behind solid z values instead of in front
RenderLayer.ztransp -> use_ztransp: boolean, (read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)
RenderSettings.backbuf -> use_backbuf: boolean Render backbuffer image
@@ -903,7 +903,7 @@ RenderSettings.use_textures -> use_textures: boolean Use textures to affec
NEGATE * RigidBodyJointConstraint.disable_linked_collision -> use_linked_collision: boolean Disable collision between linked bodies
RigidBodyJointConstraint.draw_pivot -> show_pivot: boolean Display the pivot point and rotation in 3D view
Scene.frame_drop -> use_frame_drop: boolean Play back dropping frames if frame display is too slow
-Scene.layers -> layer: boolean Layers visible when rendering the scene
+Scene.layers -> layers: boolean Layers visible when rendering the scene
Scene.mute_audio -> mute_audio: boolean Play back of audio from Sequence Editor will be muted
Scene.nla_tweakmode_on -> use_nla_tweakmode: boolean, (read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only
Scene.pov_radio_always_sample -> use_pov_radio_always_sample: boolean Only use the data from the pretrace step and not gather any new samples during the final radiosity pass
@@ -965,9 +965,9 @@ SceneRenderLayer.pass_z -> use_pass_z: boolean Deliver Z values pass
SceneRenderLayer.sky -> use_sky: boolean Render Sky in this Layer
SceneRenderLayer.solid -> use_solid: boolean Render Solid faces in this Layer
SceneRenderLayer.strand -> use_strand: boolean Render Strands in this Layer
-SceneRenderLayer.visible_layers -> layer: boolean Scene layers included in this render layer
+SceneRenderLayer.visible_layers -> layers: boolean Scene layers included in this render layer
SceneRenderLayer.zmask -> use_zmask: boolean Only render what's in front of the solid z values
-SceneRenderLayer.zmask_layers -> layer_zmask: boolean Zmask scene layers
+SceneRenderLayer.zmask_layers -> layers_zmask: boolean Zmask scene layers
SceneRenderLayer.zmask_negate -> invert_zmask: boolean For Zmask, only render what is behind solid z values instead of in front
SceneRenderLayer.ztransp -> use_ztransp: boolean Render Z-Transparent faces in this Layer (On top of Solid and Halos)
SceneSequence.convert_float -> use_float: boolean Convert input to float data
@@ -1142,7 +1142,7 @@ SpaceView3D.display_render_override -> show_only_render: boolean Display o
SpaceView3D.display_x_axis -> show_axis_x: boolean Show the X axis line in perspective view
SpaceView3D.display_y_axis -> show_axis_y: boolean Show the Y axis line in perspective view
SpaceView3D.display_z_axis -> show_axis_z: boolean Show the Z axis line in perspective view
-SpaceView3D.layers -> layer: boolean Layers visible in this 3D View
+SpaceView3D.layers -> layers: boolean Layers visible in this 3D View
SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean Use the scene's active camera and layers in this view, rather than local layers
SpaceView3D.manipulator -> use_manipulator: boolean Use a 3D manipulator widget for controlling transforms
SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean Use the manipulator for rotation transformations
@@ -1153,7 +1153,7 @@ SpaceView3D.outline_selected -> show_outline_selected: boolean Show an out
SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean Manipulate object centers only
SpaceView3D.relationship_lines -> show_relationship_lines: boolean Show dashed lines indicating parent or constraint relationships
SpaceView3D.textured_solid -> show_textured_solid: boolean Display face-assigned textures in solid view
-SpaceView3D.used_layers -> layer_used: boolean, (read-only) Layers that contain something
+SpaceView3D.used_layers -> layers_used: boolean, (read-only) Layers that contain something
SpeedControlSequence.curve_compress_y -> use_curve_compress_y: boolean Scale F-Curve value to get the target frame number, F-Curve value runs from 0.0 to 1.0
SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean Interpret the F-Curve value as a velocity instead of a frame number
SpeedControlSequence.frame_blending -> use_frame_blend: boolean Blend two frames into the target for a smoother result
@@ -1178,7 +1178,7 @@ SpotLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on
SpotLamp.show_cone -> show_cone: boolean Draw transparent cone in 3D view to visualize which objects are contained in it
SpotLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance
SpotLamp.square -> use_square: boolean Casts a square spot light shape
-StateActuator.state -> state: boolean
+StateActuator.state -> states: boolean
SubsurfModifier.optimal_display -> show_only_control_edges: boolean Skip drawing/rendering of interior subdivided edges
SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean Use subsurf to subdivide UVs
SunLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects