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authorCampbell Barton <ideasman42@gmail.com>2010-08-19 21:10:43 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-08-19 21:10:43 +0400
commit7c98860a0daa9bb7eae8be19d2f7bcdb2ce2519f (patch)
tree9f4e72dae941a93b9c6c42390a1c72dac706ef82 /source/blender/makesrna/rna_cleanup
parenteee445590a29df35bc27482660937115546f635e (diff)
rna renaming FModifier & GameObjectSettings
Diffstat (limited to 'source/blender/makesrna/rna_cleanup')
-rw-r--r--source/blender/makesrna/rna_cleanup/rna_properties.txt68
1 files changed, 34 insertions, 34 deletions
diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt
index 6940b95d82a..7d5bc5a9570 100644
--- a/source/blender/makesrna/rna_cleanup/rna_properties.txt
+++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt
@@ -757,41 +757,41 @@
#+ * FModifierEnvelopeControlPoint.frame -> frame: float "Frame this control-point occurs on"
#FModifierEnvelopeControlPoint.max -> max: float "Upper bound of envelope at this control-point"
#FModifierEnvelopeControlPoint.min -> min: float "Lower bound of envelope at this control-point"
- + * FModifier|FModifierCycles.after_cycles -> cycles_after: float "Maximum number of cycles to allow after last keyframe. (0 = infinite)"
- + * FModifier|FModifierCycles.before_cycles -> cycles_before: float "Maximum number of cycles to allow before first keyframe. (0 = infinite)"
- + * FModifier|FModifierCycles.after_mode -> mode_after: enum "Cycling mode to use after last keyframe"
- + * FModifier|FModifierCycles.before_mode -> mode_before: enum "Cycling mode to use before first keyframe"
+#FModifier|FModifierCycles.cycles_after -> cycles_after: float "Maximum number of cycles to allow after last keyframe. (0 = infinite)"
+#FModifier|FModifierCycles.cycles_before -> cycles_before: float "Maximum number of cycles to allow before first keyframe. (0 = infinite)"
+#FModifier|FModifierCycles.mode_after -> mode_after: enum "Cycling mode to use after last keyframe"
+#FModifier|FModifierCycles.mode_before -> mode_before: enum "Cycling mode to use before first keyframe"
#+ * FModifier|FModifierEnvelope.control_points -> control_points: collection, "(read-only) Control points defining the shape of the envelope"
- + * FModifier|FModifierEnvelope.default_maximum -> default_max: float "Upper distance from Reference Value for 1:1 default influence"
- + * FModifier|FModifierEnvelope.default_minimum -> default_min: float "Lower distance from Reference Value for 1:1 default influence"
+#FModifier|FModifierEnvelope.default_max -> default_max: float "Upper distance from Reference Value for 1:1 default influence"
+#FModifier|FModifierEnvelope.default_min -> default_min: float "Lower distance from Reference Value for 1:1 default influence"
#+ * FModifier|FModifierEnvelope.reference_value -> reference_value: float "Value that envelopes influence is centered around / based on"
#+ * FModifier|FModifierFunctionGenerator.amplitude -> amplitude: float "Scale factor determining the maximum/minimum values"
#+ * FModifier|FModifierFunctionGenerator.function_type -> function_type: enum "Type of built-in function to use"
#+ * FModifier|FModifierFunctionGenerator.phase_multiplier -> phase_multiplier: float "Scale factor determining the speed of the function"
#+ * 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.use_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[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"
- + * FModifier|FModifierLimits.maximum_x -> max_x: float "Highest X value to allow"
- + * FModifier|FModifierLimits.maximum_y -> max_y: float "Highest Y value to allow"
- + * FModifier|FModifierLimits.minimum_x -> min_x: float "Lowest X value to allow"
- + * FModifier|FModifierLimits.minimum_y -> min_y: float "Lowest Y value to allow"
- + * FModifier|FModifierLimits.use_maximum_x -> use_max_x: boolean "Use the maximum X value"
- + * FModifier|FModifierLimits.use_maximum_y -> use_max_y: boolean "Use the maximum Y value"
- + * FModifier|FModifierLimits.use_minimum_x -> use_min_x: boolean "Use the minimum X value"
- + * FModifier|FModifierLimits.use_minimum_y -> use_min_y: boolean "Use the minimum Y value"
+#FModifier|FModifierGenerator.use_additive -> use_additive: boolean "Values generated by this modifier are applied on top of the existing values instead of overwriting them"
+#FModifier|FModifierLimits.max_x -> max_x: float "Highest X value to allow"
+#FModifier|FModifierLimits.max_y -> max_y: float "Highest Y value to allow"
+#FModifier|FModifierLimits.min_x -> min_x: float "Lowest X value to allow"
+#FModifier|FModifierLimits.min_y -> min_y: float "Lowest Y value to allow"
+#FModifier|FModifierLimits.use_max_x -> use_max_x: boolean "Use the maximum X value"
+#FModifier|FModifierLimits.use_max_y -> use_max_y: boolean "Use the maximum Y value"
+#FModifier|FModifierLimits.use_min_x -> use_min_x: boolean "Use the minimum X value"
+#FModifier|FModifierLimits.use_min_y -> use_min_y: boolean "Use the minimum Y value"
#FModifier|FModifierNoise.blend_type -> blend_type: enum "Method of modifying the existing F-Curve"
#+ * FModifier|FModifierNoise.depth -> depth: int "Amount of fine level detail present in the noise"
#+ * FModifier|FModifierNoise.phase -> phase: float "A random seed for the noise effect"
#FModifier|FModifierNoise.scale -> scale: float "Scaling (in time) of the noise"
#+ * FModifier|FModifierNoise.strength -> strength: float "Amplitude of the noise - the amount that it modifies the underlying curve"
#+ * FModifier|FModifierStepped.frame_end -> frame_end: float "Frame that modifiers influence ends (if applicable)"
- + * FModifier|FModifierStepped.offset -> frame_offset: float "Reference number of frames before frames get held. Use to get hold for 1-3 vs 5-7 holding patterns"
+#FModifier|FModifierStepped.frame_offset -> frame_offset: float "Reference number of frames before frames get held. Use to get hold for 1-3 vs 5-7 holding patterns"
#+ * FModifier|FModifierStepped.frame_start -> frame_start: float "Frame that modifiers influence starts (if applicable)"
- + * FModifier|FModifierStepped.step_size -> frame_step: float "Number of frames to hold each value"
+#FModifier|FModifierStepped.frame_step -> frame_step: float "Number of frames to hold each value"
#+ * FModifier|FModifierStepped.use_frame_end -> use_frame_end: boolean "Restrict modifier to only act before its end frame"
#+ * FModifier|FModifierStepped.use_frame_start -> use_frame_start: boolean "Restrict modifier to only act after its start frame"
+ * FieldSettings.do_location -> apply_to_location: boolean "Effect particles location"
@@ -941,18 +941,18 @@
#+ * 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"
+#GameObjectSettings.collision_bounds_type -> collision_bounds_type: enum "Selects the collision type"
#+ * GameObjectSettings.collision_margin -> collision_margin: float "Extra margin around object for collision detection, small amount required for stability"
#+ * 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[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"
- + * GameObjectSettings.lock_x_rot_axis -> lock_rotation_x: boolean "Disable simulation of angular motion along the X axis"
- + * GameObjectSettings.lock_y_rot_axis -> lock_rotation_y: boolean "Disable simulation of angular motion along the Y axis"
- + * GameObjectSettings.lock_z_rot_axis -> lock_rotation_z: boolean "Disable simulation of angular motion along the Z axis"
+#GameObjectSettings.lock_location_x -> lock_location_x: boolean "Disable simulation of linear motion along the X axis"
+#GameObjectSettings.lock_location_y -> lock_location_y: boolean "Disable simulation of linear motion along the Y axis"
+#GameObjectSettings.lock_location_z -> lock_location_z: boolean "Disable simulation of linear motion along the Z axis"
+#GameObjectSettings.lock_rotation_x -> lock_rotation_x: boolean "Disable simulation of angular motion along the X axis"
+#GameObjectSettings.lock_rotation_y -> lock_rotation_y: boolean "Disable simulation of angular motion along the Y axis"
+#GameObjectSettings.lock_rotation_z -> lock_rotation_z: boolean "Disable simulation of angular motion along the Z axis"
#+ * GameObjectSettings.mass -> mass: float "Mass of the object"
#+ * GameObjectSettings.physics_type -> physics_type: enum "Selects the type of physical representation"
#+ * GameObjectSettings.properties -> properties: collection, "(read-only) Game engine properties"
@@ -965,21 +965,21 @@
#+ * 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[30] "Initial state when the game starts"
- + * GameObjectSettings.visible_state -> states_visible: boolean[30] "State determining which controllers are displayed"
+#GameObjectSettings.states_initial -> states_initial: boolean[30] "Initial state when the game starts"
+#GameObjectSettings.states_visible -> 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.use_actor -> use_actor: boolean "Object is detected by the Near and Radar sensor"
- + * GameObjectSettings.all_states -> use_all_states: boolean "Set all state bits"
- + * GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean "Enable anisotropic friction"
+#GameObjectSettings.use_all_states -> use_all_states: boolean "Set all state bits"
+#GameObjectSettings.use_anisotropic_friction -> use_anisotropic_friction: boolean "Enable anisotropic friction"
#+ * GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean "Specify a collision bounds type other than the default"
- + * GameObjectSettings.collision_compound -> use_collision_compound: boolean "Add children to form a compound collision object"
+#GameObjectSettings.use_collision_compound -> use_collision_compound: boolean "Add children to form a compound collision object"
#GameObjectSettings.use_ghost -> use_ghost: boolean "Object does not restitute collisions, like a ghost"
- + * GameObjectSettings.material_physics -> use_material_physics: boolean "Use physics settings in materials"
- + * GameObjectSettings.rotate_from_normal -> use_rotate_from_normal: boolean "Use face normal to rotate object, so that it points away from the surface"
+#GameObjectSettings.use_material_physics -> use_material_physics: boolean "Use physics settings in materials"
+#GameObjectSettings.use_rotate_from_normal -> use_rotate_from_normal: boolean "Use face normal to rotate object, so that it points away from the surface"
#GameObjectSettings.use_sleep -> use_sleep: boolean "Disable auto (de)activation in physics simulation"
#GameObjectSettings.used_states -> used_states: boolean[30], "(read-only) States which are being used by controllers"
- + * GameObjectSettings.maximum_velocity -> velocity_max: float "Clamp velocity to this maximum speed"
- + * GameObjectSettings.minimum_velocity -> velocity_min: float "Clamp velocity to this minimum speed (except when totally still)"
+#GameObjectSettings.velocity_max -> velocity_max: float "Clamp velocity to this maximum speed"
+#GameObjectSettings.velocity_min -> velocity_min: float "Clamp velocity to this minimum speed (except when totally still)"
#+ * GameProperty.name -> name: string "Available as GameObject attributes in the game engines python API"
+ * GameProperty.debug -> show_debug: boolean "Print debug information for this property"
#+ * GameProperty.type -> type: enum "NO DESCRIPTION"