diff options
author | Campbell Barton <ideasman42@gmail.com> | 2010-06-30 01:23:28 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2010-06-30 01:23:28 +0400 |
commit | c0bb3303f48986fc4e1853af6c766023fbe61dfd (patch) | |
tree | 5a1c328424d283bd4d719ac2e6d683971bbdca07 /source/blender/makesrna/rna_cleanup | |
parent | e7d78649cbe6c2b348095baf343a4bc2e890fdce (diff) |
move edits from rna_api_cleanup.txt into rna_booleans.txt which can be parsed.
Diffstat (limited to 'source/blender/makesrna/rna_cleanup')
-rw-r--r-- | source/blender/makesrna/rna_cleanup/rna_api_cleanup.txt | 1704 | ||||
-rw-r--r-- | source/blender/makesrna/rna_cleanup/rna_booleans.txt | 363 |
2 files changed, 181 insertions, 1886 deletions
diff --git a/source/blender/makesrna/rna_cleanup/rna_api_cleanup.txt b/source/blender/makesrna/rna_cleanup/rna_api_cleanup.txt deleted file mode 100644 index 83f16e37f0b..00000000000 --- a/source/blender/makesrna/rna_cleanup/rna_api_cleanup.txt +++ /dev/null @@ -1,1704 +0,0 @@ -# non booleans, (much todo) -ParticleSettings.child_nbr -> child_display_percent -ParticleSettings.rendered_child_nbr -> child_render_percent -ParticleSettings.child_random_size -> child_size_random -ParticleSettings.clumppow -> clump_power -ParticleSettings.enable_simplify -> use_simplify -ParticleSettings.rand_group -> use_group_random -ParticleSettings.ren_as -> render_type -ParticleSettings.sizemass -> use_size_mass -ParticleSettings.unborn -> use_unborn -ParticleSettings.viewport -> use_simplify_viewport -BuildModifier.randomize -> use_random -Camera.panorama -> use_panorama - -# booleans -ActionActuator.continue_last_frame -> continue_last_frame -ActionGroup.expanded -> show_expanded -ActionGroup.locked -> lock -ActionGroup.selected -> select -Actuator.expanded -> show_expanded -AnimData.nla_enabled -> use_nla -AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight -AnimVizMotionPaths.search_all_action_keyframes -> use_keyframe_action_all -AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers -AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers -AnimVizOnionSkinning.only_selected -> show_only_selected -Area.show_menus -> show_menus -AreaLamp.dither -> use_dither -AreaLamp.jitter -> use_jitter -AreaLamp.only_shadow -> use_only_shadow -AreaLamp.shadow_layer -> use_only_shadow_layer -AreaLamp.umbra -> use_umbra -Armature.auto_ik -> use_auto_ik -Armature.deform_bbone_rest -> use_deform_b_bone_rest -Armature.deform_envelope -> use_deform_envelope -Armature.deform_quaternion -> use_deform_quaternion -Armature.deform_vertexgroups -> use_deform_vertexgroups -Armature.delay_deform -> use_deform_delay -Armature.draw_axes -> show_axes -Armature.draw_custom_bone_shapes -> show_bone_custom -Armature.draw_group_colors -> show_group_colors -Armature.draw_names -> show_names -Armature.ghost_only_selected -> show_only_ghost_selected -Armature.layer -> layer -Armature.layer_protection -> layer_protect -Armature.x_axis_mirror -> use_mirror_x -ArmatureModifier.b_bone_rest -> use_b_bone_rest -ArmatureModifier.invert -> use_vertex_group_invert -ArmatureModifier.multi_modifier -> use_multi_modifier -ArmatureModifier.quaternion -> use_preserve_volume -ArmatureModifier.use_bone_envelopes -> use_bone_envelopes -ArmatureModifier.use_vertex_groups -> use_vertex_groups -ArrayModifier.add_offset_object -> use_object_offset -ArrayModifier.constant_offset -> use_constant_offset -ArrayModifier.merge_adjacent_vertices -> use_merge_vertex -ArrayModifier.merge_end_vertices -> use_merge_vertex_end -ArrayModifier.relative_offset -> use_relative_offset -BackgroundImage.show_expanded -> show_expanded -BevelModifier.only_vertices -> use_only_vertex -BezierSplinePoint.hidden -> hide -BezierSplinePoint.selected_control_point -> select_control_point -BezierSplinePoint.selected_handle1 -> select_left_handle -BezierSplinePoint.selected_handle2 -> select_right_handle -BoidRule.in_air -> use_in_air -BoidRule.on_land -> use_on_land -BoidRuleAvoid.predict -> use_predict -BoidRuleAvoidCollision.boids -> use_avoid -BoidRuleAvoidCollision.deflectors -> use_deflect -BoidRuleFollowLeader.line -> use_line -BoidRuleGoal.predict -> use_predict -BoidSettings.allow_climb -> use_climb -BoidSettings.allow_flight -> use_flight -BoidSettings.allow_land -> use_land -Bone.connected -> use_connect -Bone.cyclic_offset -> use_cyclic_offset -Bone.deform -> use_deform -Bone.draw_wire -> show_wire -Bone.hidden -> hide -Bone.hinge -> use_hinge -Bone.inherit_scale -> use_inherit_scale -Bone.layer -> layer -Bone.local_location -> use_local_location -Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply -* Bone.restrict_select -> restrict_select -Bone.selected -> select -BooleanProperty.default -> default -BooleanProperty.default_array -> default_array -Brush.use_accumulate -> use_accumulate -Brush.use_airbrush -> use_airbrush -Brush.use_alpha -> use_alpha -Brush.use_anchor -> use_anchor -Brush.use_jitter_pressure -> use_jitter_pressure -Brush.use_persistent -> use_persistent -Brush.use_rake -> use_rake -Brush.use_size_pressure -> use_size_pressure -Brush.use_smooth_stroke -> use_smooth_stroke -Brush.use_space -> use_space -Brush.use_spacing_pressure -> use_spacing_pressure -Brush.use_strength_pressure -> use_strength_pressure -Brush.use_wrap -> use_wrap -BuildModifier.randomize -> use_random -Camera.panorama -> use_panorama -Camera.show_limits -> show_limits -Camera.show_mist -> show_mist -Camera.show_name -> show_name -Camera.show_passepartout -> show_passepartout -Camera.show_title_safe -> show_title_safe -CastModifier.from_radius -> use_radius_as_size -CastModifier.use_transform -> use_transform -CastModifier.x -> use_x -CastModifier.y -> use_y -CastModifier.z -> use_z -ChildOfConstraint.use_location_x -> use_location_x -ChildOfConstraint.use_location_y -> use_location_y -ChildOfConstraint.use_location_z -> use_location_z -ChildOfConstraint.use_rotation_x -> use_rotation_x -ChildOfConstraint.use_rotation_y -> use_rotation_y -ChildOfConstraint.use_rotation_z -> use_rotation_z -ChildOfConstraint.use_scale_x -> use_scale_x -ChildOfConstraint.use_scale_y -> use_scale_y -ChildOfConstraint.use_scale_z -> use_scale_z -ClampToConstraint.cyclic -> use_cyclic -ClothCollisionSettings.enable_collision -> use_collision -ClothCollisionSettings.enable_self_collision -> use_self_collision -ClothSettings.pin_cloth -> use_pin_cloth -ClothSettings.stiffness_scaling -> use_stiffness_scale -* CollisionSensor.collision_type -> collision_type -CollisionSensor.pulse -> use_pulse -CollisionSettings.enabled -> use_collision -CollisionSettings.kill_particles -> use_particle_kill -CompositorNodeAlphaOver.convert_premul -> use_convert_premultiply -CompositorNodeBlur.bokeh -> use_bokeh -CompositorNodeBlur.gamma -> use_gamma_correct -CompositorNodeBlur.relative -> use_relative -CompositorNodeColorSpill.unspill -> use_unspill -CompositorNodeCrop.crop_size -> use_crop_size -CompositorNodeDBlur.wrap -> use_wrap -CompositorNodeDefocus.gamma_correction -> use_gamma_correct -CompositorNodeDefocus.preview -> use_preview -CompositorNodeDefocus.use_zbuffer -> use_zbuffer -CompositorNodeGlare.rotate_45 -> use_rotate_45 -CompositorNodeImage.auto_refresh -> use_auto_refresh -CompositorNodeImage.cyclic -> use_cyclic -CompositorNodeInvert.alpha -> use_alpha -CompositorNodeInvert.rgb -> invert_rgb -CompositorNodeLensdist.fit -> use_fit -CompositorNodeLensdist.jitter -> use_jitter -CompositorNodeLensdist.projector -> use_projector -CompositorNodeMapValue.use_max -> use_max -CompositorNodeMapValue.use_min -> use_min -CompositorNodeMixRGB.alpha -> use_alpha -CompositorNodeOutputFile.exr_half -> use_exr_half -CompositorNodeVecBlur.curved -> use_curve -* Constraint.active -> active -Constraint.disabled -> is_valid -Constraint.expanded -> show_expanded -Constraint.proxy_local -> is_proxy_local -ConstraintActuator.detect_material -> use_material_detect -ConstraintActuator.fh_normal -> use_fh_normal -ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis -ConstraintActuator.force_distance -> use_force_distance -ConstraintActuator.local -> use_local -ConstraintActuator.normal -> use_normal -ConstraintActuator.persistent -> use_persistent -ControlFluidSettings.active -> active -ControlFluidSettings.reverse_frames -> use_frame_reverse -Controller.expanded -> show_expanded -Controller.priority -> use_priority -Controller.state -> state -CopyLocationConstraint.invert_x -> invert_x -CopyLocationConstraint.invert_y -> invert_y -CopyLocationConstraint.invert_z -> invert_z -CopyLocationConstraint.use_offset -> use_offset -CopyLocationConstraint.use_x -> use_x -CopyLocationConstraint.use_y -> use_y -CopyLocationConstraint.use_z -> use_z -CopyRotationConstraint.invert_x -> invert_x -CopyRotationConstraint.invert_y -> invert_y -CopyRotationConstraint.invert_z -> invert_z -CopyRotationConstraint.use_offset -> use_offset -CopyRotationConstraint.use_x -> use_x -CopyRotationConstraint.use_y -> use_y -CopyRotationConstraint.use_z -> use_z -CopyScaleConstraint.use_offset -> use_offset -CopyScaleConstraint.use_x -> use_x -CopyScaleConstraint.use_y -> use_y -CopyScaleConstraint.use_z -> use_z -Curve.auto_texspace -> use_auto_texspace -Curve.back -> use_fill_back -Curve.draw_handles -> show_handles -Curve.draw_normals -> show_normals -Curve.front -> use_fill_front -Curve.map_along_length -> use_texture_map_length -Curve.use_deform_fill -> use_fill_deform -Curve.use_path -> use_path -Curve.use_path_follow -> use_path_follow -Curve.use_radius -> use_radius -Curve.use_stretch -> use_stretch -Curve.use_time_offset -> use_time_offset -CurveMapPoint.selected -> select -CurveMapping.clip -> use_clip -DelaySensor.repeat -> use_repeat -DomainFluidSettings.generate_speed_vectors -> use_speed_vectors -DomainFluidSettings.override_time -> use_time_override -DomainFluidSettings.reverse_frames -> use_frame_reverse -*negate* DopeSheet.collapse_summary -> show_expanded_summary -DopeSheet.display_armature -> show_armature -DopeSheet.display_camera -> show_camera -DopeSheet.display_curve -> show_curve -DopeSheet.display_lamp -> show_lamp -DopeSheet.display_material -> show_material -DopeSheet.display_mesh -> show_mesh -DopeSheet.display_metaball -> show_metaball -DopeSheet.display_node -> show_node -DopeSheet.display_particle -> show_particle -DopeSheet.display_scene -> show_scene -DopeSheet.display_shapekeys -> show_shapekeys -DopeSheet.display_summary -> show_summary -DopeSheet.display_texture -> show_texture -DopeSheet.display_transforms -> show_transforms -DopeSheet.display_world -> show_world -DopeSheet.include_missing_nla -> show_missing_nla -DopeSheet.only_group_objects -> show_only_group_objects -DopeSheet.only_selected -> show_only_selected -Driver.invalid -> is_valid -Driver.show_debug_info -> show_debug_info -DriverTarget.use_local_space_transforms -> use_local_space_transform -EdgeSplitModifier.use_edge_angle -> use_edge_angle -EdgeSplitModifier.use_sharp -> use_edge_sharp -EditBone.connected -> is_connected -EditBone.cyclic_offset -> use_cyclic_offset -EditBone.deform -> use_deform -EditBone.draw_wire -> show_wire -EditBone.hidden -> hide -EditBone.hinge -> use_hinge -EditBone.inherit_scale -> use_inherit_scale -EditBone.layer -> layer -EditBone.local_location -> use_local_location -EditBone.locked -> lock -EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply -EditBone.restrict_select -> restrict_select -EditBone.selected -> select -EditBone.selected_head -> select_head -EditBone.selected_tail -> select_tail -EditObjectActuator.enable_3d_tracking -> use_track_3d -EditObjectActuator.local_angular_velocity -> use_local_angular_velocity -EditObjectActuator.local_linear_velocity -> use_local_linear_velocity -EditObjectActuator.replace_display_mesh -> use_display_mesh -EditObjectActuator.replace_physics_mesh -> use_physics_mesh -EffectSequence.convert_float -> use_float -EffectSequence.de_interlace -> use_deinterlace -EffectSequence.flip_x -> use_flip_x -EffectSequence.flip_y -> use_flip_y -EffectSequence.premultiply -> use_premultiply -EffectSequence.proxy_custom_directory -> use_proxy_custom_directory -EffectSequence.proxy_custom_file -> use_proxy_custom_file -EffectSequence.reverse_frames -> use_frame_reverse -EffectSequence.use_color_balance -> use_color_balance -EffectSequence.use_crop -> use_crop -EffectSequence.use_proxy -> use_proxy -EffectSequence.use_translation -> use_translation -EffectorWeights.do_growing_hair -> use_hair_grow -EnvironmentMap.ignore_layers -> layer_ignore -EnvironmentMapTexture.use_filter_size_min -> filter_size_min -EnvironmentMapTexture.mipmap -> use_mipmap -EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss -Event.alt -> alt -Event.ctrl -> ctrl -Event.oskey -> oskey -Event.shift -> shift -ExplodeModifier.alive -> show_alive -ExplodeModifier.dead -> show_dead -ExplodeModifier.size -> use_size -ExplodeModifier.split_edges -> use_edge_split -ExplodeModifier.unborn -> show_unborn -FCurve.auto_clamped_handles -> use_auto_handle_clamp -*negate* FCurve.disabled -> enabled -FCurve.locked -> lock -FCurve.muted -> use_mute -FCurve.selected -> select -*negate* FCurve.visible -> hide -FCurveSample.selected -> select -FModifier.active -> active -*negate* FModifier.disabled -> enabled -FModifier.expanded -> show_expanded -FModifier.muted -> use_mute -FModifierFunctionGenerator.additive -> use_additive -FModifierGenerator.additive -> use_additive -FModifierLimits.use_maximum_x -> use_x_max -FModifierLimits.use_maximum_y -> use_y_max -FModifierLimits.use_minimum_x -> use_x_min -FModifierLimits.use_minimum_y -> use_y_min -FModifierStepped.use_frame_end -> use_frame_end -FModifierStepped.use_frame_start -> use_frame_start -FcurveActuator.add -> use_additive -FcurveActuator.child -> use_child -FcurveActuator.force -> use_force -FcurveActuator.local -> use_local -FieldSettings.do_absorption -> use_absorption -FieldSettings.do_location -> use_location -FieldSettings.do_rotation -> use_rotation -FieldSettings.force_2d -> use_force_2d -FieldSettings.global_coordinates -> use_coordinates_global -FieldSettings.guide_path_add -> use_guide_path_add -FieldSettings.multiple_springs -> use_multiple_springs -FieldSettings.root_coordinates -> use_coordinates_root -FieldSettings.use_coordinates -> use_coordinates_object -FieldSettings.use_guide_path_weight -> use_guide_path_weight -FieldSettings.use_max_distance -> use_distance_min -FieldSettings.use_min_distance -> use_distance_max -FieldSettings.use_radial_max -> use_radial_max -FieldSettings.use_radial_min -> use_radial_min -FileSelectParams.do_filter -> use_filter -FileSelectParams.filter_blender -> use_filter_blender -FileSelectParams.filter_folder -> use_filter_folder -FileSelectParams.filter_font -> use_filter_font -FileSelectParams.filter_image -> use_filter_image -FileSelectParams.filter_movie -> use_filter_movie -FileSelectParams.filter_script -> use_filter_script -FileSelectParams.filter_sound -> use_filter_sound -FileSelectParams.filter_text -> use_filter_text -FileSelectParams.hide_dot -> show_hidden -Filter2DActuator.enable_motion_blur -> use_motion_blur -FloorConstraint.sticky -> use_sticky -FloorConstraint.use_rotation -> use_rotation -FluidFluidSettings.active -> active -FluidFluidSettings.export_animated_mesh -> use_animated_mesh -FollowPathConstraint.use_curve_follow -> use_curve_follow -FollowPathConstraint.use_curve_radius -> use_curve_radius -FollowPathConstraint.use_fixed_position -> use_fixed_location -Function.registered -> registered -Function.registered_optional -> registered_optional -GPencilFrame.paint_lock -> lock_paint -GPencilFrame.selected -> select -GPencilLayer.active -> active -GPencilLayer.frame_lock -> lock_frame -GPencilLayer.hide -> hide -GPencilLayer.locked -> lock -GPencilLayer.selected -> select -GPencilLayer.show_points -> show_points -GPencilLayer.use_onion_skinning -> use_onion_skin -GameBooleanProperty.value -> value -GameObjectSettings.actor -> use_actor -GameObjectSettings.all_states -> states_all -GameObjectSettings.anisotropic_friction -> use_anisotropic_friction -GameObjectSettings.collision_compound -> use_collision_compound -GameObjectSettings.debug_state -> show_state_debug -GameObjectSettings.ghost -> use_ghost -GameObjectSettings.initial_state -> initial_state -GameObjectSettings.lock_x_axis -> lock_location_x -GameObjectSettings.lock_x_rot_axis -> lock_rotation_x -GameObjectSettings.lock_y_axis -> lock_location_y -GameObjectSettings.lock_y_rot_axis -> lock_rotation_y -GameObjectSettings.lock_z_axis -> lock_location_z -GameObjectSettings.lock_z_rot_axis -> lock_rotation_z -GameObjectSettings.material_physics -> use_material_physics -*negate* GameObjectSettings.no_sleeping -> use_sleep -GameObjectSettings.rotate_from_normal -> use_rotate_from_normal -GameObjectSettings.show_actuators -> show_actuators -GameObjectSettings.show_controllers -> show_controllers -GameObjectSettings.show_sensors -> show_sensors -GameObjectSettings.show_state_panel -> show_state_panel -GameObjectSettings.use_activity_culling -> use_activity_culling -GameObjectSettings.use_collision_bounds -> use_collision_bounds -GameObjectSettings.used_state -> state_used -GameObjectSettings.visible_state -> state_visible -GameProperty.debug -> use_debug -GameSoftBodySettings.bending_const -> use_bending_constraint -GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody -GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody -GameSoftBodySettings.shape_match -> use_shape_match -GlowSequence.only_boost -> use_only_boost -GreasePencil.use_stroke_endpoints -> use_stroke_endpoints -Group.layer -> layer -ID.fake_user -> use_fake_user -ID.tag -> tag -Image.animated -> use_snimation -Image.clamp_x -> use_clamp_x -Image.clamp_y -> use_clamp_y -Image.dirty -> is_dirty -Image.fields -> use_fields -Image.has_data -> is_data -Image.premultiply -> use_premultiply -Image.tiles -> use_tiles -ImagePaint.invert_stencil -> invert_stencil -ImagePaint.show_brush -> show_brush -ImagePaint.show_brush_draw -> show_brush_draw -ImagePaint.use_backface_cull -> use_backface_cull -ImagePaint.use_clone_layer -> use_clone_layer -ImagePaint.use_normal_falloff -> use_normal_falloff -ImagePaint.use_occlude -> use_occlude -ImagePaint.use_projection -> use_projection -ImagePaint.use_stencil_layer -> use_stencil_layer -ImageSequence.convert_float -> use_float -ImageSequence.de_interlace -> use_deinterlace -ImageSequence.flip_x -> use_flip_x -ImageSequence.flip_y -> use_flip_y -ImageSequence.premultiply -> use_premultiply -ImageSequence.proxy_custom_directory -> use_proxy_custom_directory -ImageSequence.proxy_custom_file -> use_proxy_custom_file -ImageSequence.reverse_frames -> use_frame_reverse -ImageSequence.use_color_balance -> use_color_balance -ImageSequence.use_crop -> use_crop -ImageSequence.use_proxy -> use_proxy -ImageSequence.use_translation -> use_translation -ImageTexture.calculate_alpha -> use_rgb_alpha -ImageTexture.checker_even -> use_checker_even -ImageTexture.checker_odd -> use_checker_odd -ImageTexture.filter_size_minimum -> use_filter_size_min -ImageTexture.flip_axis -> use_flip_axis - - -ImageTexture.interpolation -> use_interpolation -ImageTexture.invert_alpha -> invert_alpha -ImageTexture.mipmap -> use_mipmap -ImageTexture.mipmap_gauss -> use_mipmap_gauss -ImageTexture.mirror_x -> use_mirror_x -ImageTexture.mirror_y -> use_mirror_y -ImageTexture.normal_map -> use_normal_map -ImageTexture.use_alpha -> use_use_alpha -ImageUser.auto_refresh -> use_auto_refresh -ImageUser.cyclic -> use_cyclic -* would use is_ * InflowFluidSettings.active -> active -InflowFluidSettings.export_animated_mesh -> use_export_animated_mesh -InflowFluidSettings.local_coordinates -> use_local_coordinates -Itasc.auto_step -> use_auto_step - - -JoystickSensor.all_events -> use_all_events - - -Key.relative -> use_relative -* would use is_ * KeyConfig.user_defined -> user_defined -KeyMap.children_expanded -> show_expanded_children -KeyMap.items_expanded -> show_expanded_items -* would use is_ * KeyMap.modal -> modal -KeyMap.user_defined -> use_user_defined -KeyMapItem.active -> active -* would use is_pressed * KeyMapItem.alt -> alt -* would use is_pressed * KeyMapItem.any -> any -* would use is_pressed * KeyMapItem.ctrl -> ctrl -KeyMapItem.expanded -> show_expanded -* would use is_pressed * KeyMapItem.oskey -> oskey -* would use is_pressed * KeyMapItem.shift -> shift - - -* KeyboardSensor.all_keys -> all_keys - - -* would use is_ * Keyframe.selected -> select -* would use is_ * Keyframe.selected_handle1 -> select_left_handle -* would use is_ * Keyframe.selected_handle2 -> select_right_handle - - -KeyingSet.absolute -> use_absolute -KeyingSet.insertkey_needed -> use_insertkey_needed -KeyingSet.insertkey_visual -> use_insertkey_visual -KeyingSet.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb - - -KeyingSetInfo.insertkey_needed -> use_insertkey_needed -KeyingSetInfo.insertkey_visual -> use_insertkey_visual -KeyingSetInfo.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb - - -KeyingSetPath.entire_array -> use_entire_array -KeyingSetPath.insertkey_needed -> use_insertkey_needed -KeyingSetPath.insertkey_visual -> use_insertkey_visual -KeyingSetPath.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb - - -KinematicConstraint.pos_lock_x -> lock_location_x -KinematicConstraint.pos_lock_y -> lock_location_y -KinematicConstraint.pos_lock_z -> lock_location_z -KinematicConstraint.rot_lock_x -> lock_rotation_x -KinematicConstraint.rot_lock_y -> lock_rotation_y -KinematicConstraint.rot_lock_z -> lock_rotation_z -KinematicConstraint.use_position -> use_location -KinematicConstraint.use_rotation -> use_rotation -KinematicConstraint.use_stretch -> use_stretch -KinematicConstraint.use_tail -> use_tail -KinematicConstraint.use_target -> use_target - - -Lamp.diffuse -> use_diffuse -Lamp.layer -> use_own_layer -Lamp.negative -> use_negative -Lamp.specular -> use_specular -LampSkySettings.use_atmosphere -> use_atmosphere -LampSkySettings.use_sky -> use_sky -LampTextureSlot.map_color -> use_map_color -LampTextureSlot.map_shadow -> use_map_shadow -Lattice.outside -> use_outside -LimitLocationConstraint.limit_transform -> limit_transform -LimitLocationConstraint.use_maximum_x -> use_x_max -LimitLocationConstraint.use_maximum_y -> use_y_max -LimitLocationConstraint.use_maximum_z -> use_z_max -LimitLocationConstraint.use_minimum_x -> use_x_min -LimitLocationConstraint.use_minimum_y -> use_y_min -LimitLocationConstraint.use_minimum_z -> use_z_min -LimitRotationConstraint.limit_transform -> limit_transform -LimitRotationConstraint.use_limit_x -> use_x_limit -LimitRotationConstraint.use_limit_y -> use_y_limit -LimitRotationConstraint.use_limit_z -> use_z_limit -LimitScaleConstraint.limit_transform -> limit_transform -LimitScaleConstraint.use_maximum_x -> use_x_max -LimitScaleConstraint.use_maximum_y -> use_y_max -LimitScaleConstraint.use_maximum_z -> use_z_max -LimitScaleConstraint.use_minimum_x -> use_x_min -LimitScaleConstraint.use_minimum_y -> use_y_min -LimitScaleConstraint.use_minimum_z -> use_z_min - - -Main.debug -> show_debug -Main.file_is_saved -> is_saved - - -* MaskModifier.invert -> invert - - -Material.cast_approximate -> use_cast_approximate -Material.cast_buffer_shadows -> use_cast_buffer_shadows -Material.cast_shadows_only -> use_cast_shadows_only -Material.cubic -> use_cubic -Material.exclude_mist -> use_exclude_mist -Material.face_texture -> use_face_texture -Material.face_texture_alpha -> use_face_texture_alpha -Material.full_oversampling -> use_full_oversampling -Material.invert_z -> use_invert_z -Material.light_group_exclusive -> use_light_group_exclusive -Material.object_color -> use_object_color -Material.only_shadow -> use_shadow_only -Material.ray_shadow_bias -> use_ray_shadow_bias -Material.receive_transparent_shadows -> use_receive_transparent_shadows -Material.shadeless -> use_shadeless -Material.shadows -> use_shadows -Material.tangent_shading -> use_tangent_shading -Material.traceable -> use_traceable -Material.transparency -> use_transparency -Material.use_diffuse_ramp -> use_diffuse_ramp -Material.use_nodes -> use_nodes -Material.use_sky -> use_sky -Material.use_specular_ramp -> use_specular_ramp -Material.use_textures -> use_textures -Material.vertex_color_light -> use_vertex_color_light -Material.vertex_color_paint -> use_vertex_color_paint - - -MaterialHalo.flare_mode -> use_flare_mode -MaterialHalo.lines -> use_lines -MaterialHalo.ring -> use_ring -MaterialHalo.shaded -> use_shaded -MaterialHalo.soft -> use_soft -MaterialHalo.star -> use_star -MaterialHalo.texture -> use_texture -MaterialHalo.vertex_normal -> use_vertex_normal -MaterialHalo.xalpha -> use_xalpha - - -MaterialPhysics.align_to_normal -> use_align_to_normal - - -* MaterialRaytraceMirror.enabled -> enabled - - -MaterialStrand.blender_units -> use_blender_units -MaterialStrand.surface_diffuse -> use_surface_diffuse -MaterialStrand.tangent_shading -> use_tangent_shading - - -* MaterialSubsurfaceScattering.enabled -> enabled - - -* MaterialTextureSlot.enabled -> enabled -MaterialTextureSlot.from_dupli -> use_from_dupli -MaterialTextureSlot.from_original -> use_from_original -MaterialTextureSlot.map_alpha -> use_map_alpha -MaterialTextureSlot.map_ambient -> use_map_ambient -MaterialTextureSlot.map_colordiff -> use_map_colordiff -MaterialTextureSlot.map_coloremission -> use_map_coloremission -MaterialTextureSlot.map_colorreflection -> use_map_colorreflection -MaterialTextureSlot.map_colorspec -> use_map_colorspec -MaterialTextureSlot.map_colortransmission -> use_map_colortransmission -MaterialTextureSlot.map_density -> use_map_density -MaterialTextureSlot.map_diffuse -> use_map_diffuse -MaterialTextureSlot.map_displacement -> use_map_displacement -MaterialTextureSlot.map_emission -> use_map_emission -MaterialTextureSlot.map_emit -> use_map_emit -MaterialTextureSlot.map_hardness -> use_map_hardness -MaterialTextureSlot.map_mirror -> use_map_mirror -MaterialTextureSlot.map_normal -> use_map_normal -MaterialTextureSlot.map_raymir -> use_map_raymir -MaterialTextureSlot.map_reflection -> use_map_reflect -MaterialTextureSlot.map_scattering -> use_map_scatter -MaterialTextureSlot.map_specular -> use_map_specular -MaterialTextureSlot.map_translucency -> use_map_translucency -MaterialTextureSlot.map_warp -> use_map_warp -MaterialTextureSlot.new_bump -> use_new_bump - - -MaterialVolume.external_shadows -> use_external_shadows -MaterialVolume.light_cache -> use_light_cache - - -Mesh.all_edges -> show_all_edges -Mesh.auto_texspace -> use_auto_texspace -Mesh.autosmooth -> use_autosmooth -Mesh.double_sided -> use_double_sided -Mesh.draw_bevel_weights -> show_bevel_weights -Mesh.draw_creases -> show_creases -Mesh.draw_edge_angle -> show_edge_angle -Mesh.draw_edge_lenght -> show_edge_lenght -Mesh.draw_edges -> show_edges -Mesh.draw_face_area -> show_face_area -Mesh.draw_faces -> show_faces -Mesh.draw_normals -> show_normals -Mesh.draw_seams -> show_seams -Mesh.draw_sharp -> show_sharp -Mesh.draw_vertex_normals -> show_vertex_normals -Mesh.use_mirror_topology -> use_mirror_topology -Mesh.use_mirror_x -> use_mirror_x -Mesh.use_paint_mask -> use_paint_mask -Mesh.vertex_normal_flip -> use_vertex_normal_flip - - -MeshColorLayer.active -> active -MeshColorLayer.active_render -> active_render - - -MeshDeformModifier.dynamic -> dynamic -MeshDeformModifier.invert -> invert -MeshDeformModifier.is_bound -> is_bound - - -MeshEdge.fgon -> is_fgon -* MeshEdge.hidden -> hide -MeshEdge.loose -> use_loose -MeshEdge.seam -> use_seam -* MeshEdge.selected -> select -MeshEdge.sharp -> use_sharp - - -* would use is_ * MeshFace.hidden -> hide -* would use is_ * MeshFace.selected -> select -* would use is_ * MeshFace.smooth -> smooth - - -MeshTextureFace.alpha_sort -> use_alpha_sort -MeshTextureFace.billboard -> use_billboard -MeshTextureFace.collision -> use_collision -MeshTextureFace.halo -> use_halo -* would use is_ * MeshTextureFace.invisible -> invisible -MeshTextureFace.light -> use_light -MeshTextureFace.object_color -> use_object_color -MeshTextureFace.shadow -> use_shadow_face -MeshTextureFace.shared -> use_blend_shared -MeshTextureFace.tex -> use_render_texture -MeshTextureFace.text -> use_bitmap_text -MeshTextureFace.twoside -> use_twoside -MeshTextureFace.uv_pinned -> uv_pin -MeshTextureFace.uv_selected -> uv_select -* MeshTextureFaceLayer.active -> active -* MeshTextureFaceLayer.active_clone -> active_clone -* MeshTextureFaceLayer.active_render -> active_render - - -* MeshVertex.hidden -> hide -* would use is_ * MeshVertex.selected -> select - - -MetaBall.auto_texspace -> use_auto_texspace - - -* MetaElement.hide -> hide -* would use is_ * MetaElement.negative -> negative - - -MetaSequence.convert_float -> use_convert_float -MetaSequence.de_interlace -> use_deinterlace -MetaSequence.flip_x -> use_flip_x -MetaSequence.flip_y -> use_flip_y -MetaSequence.premultiply -> use_convert_premultiply -MetaSequence.proxy_custom_directory -> use_proxy_custom_directory -MetaSequence.proxy_custom_file -> use_proxy_custom_file -MetaSequence.reverse_frames -> use_reverse_frames -MetaSequence.use_color_balance -> use_color_balance -MetaSequence.use_crop -> use_crop -MetaSequence.use_proxy -> use_proxy -MetaSequence.use_translation -> use_translation - - -MirrorModifier.clip -> use_clipping -MirrorModifier.mirror_u -> use_mirror_u -MirrorModifier.mirror_v -> use_mirror_v -MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups -MirrorModifier.x -> use_x -MirrorModifier.y -> use_y -MirrorModifier.z -> use_z - - -Modifier.editmode -> use_in_editmode -Modifier.expanded -> show_expanded -Modifier.on_cage -> use_on_cage -Modifier.realtime -> show_realtime -Modifier.render -> use_render - - -* MotionPath.editing -> editing -* MotionPath.use_bone_head -> use_bone_head -* would use is_ * MotionPathVert.selected -> select - - -MovieSequence.convert_float -> use_convert_float -MovieSequence.de_interlace -> use_deinterlace -MovieSequence.flip_x -> use_flip_x -MovieSequence.flip_y -> use_flip_y -MovieSequence.premultiply -> use_convert_premultiply -MovieSequence.proxy_custom_directory -> use_proxy_custom_directory -MovieSequence.proxy_custom_file -> use_proxy_custom_file -* MovieSequence.reverse_frames -> use_reverse_frames -MovieSequence.use_color_balance -> use_color_balance -MovieSequence.use_crop -> use_crop -MovieSequence.use_proxy -> use_proxy -MovieSequence.use_translation -> use_translation - - -MulticamSequence.convert_float -> use_convert_float -MulticamSequence.de_interlace -> use_deinterlace -MulticamSequence.flip_x -> use_flip_x -MulticamSequence.flip_y -> use_flip_y -MulticamSequence.premultiply -> use_convert_premultiply -MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory -MulticamSequence.proxy_custom_file -> use_proxy_custom_file -* MulticamSequence.reverse_frames -> use_reverse_frames -MulticamSequence.use_color_balance -> use_color_balance -MulticamSequence.use_crop -> use_crop -MulticamSequence.use_proxy -> use_proxy -MulticamSequence.use_translation -> use_translation - - -MultiresModifier.external -> use_external -MultiresModifier.optimal_display -> show_optimal - - - - - - -NetRenderSettings.master_broadcast -> use_master_broadcast -NetRenderSettings.master_clear -> use_master_clear -NetRenderSettings.slave_clear -> use_slave_clear -NetRenderSettings.slave_outputlog -> use_slave_outputlog -NetRenderSettings.slave_thumb -> use_slave_thumb - - -* I'd use is_ * NlaStrip.active -> active -NlaStrip.animated_influence -> use_animated_influence -NlaStrip.animated_time -> use_animated_time -NlaStrip.animated_time_cyclic -> use_animated_time_cyclic -NlaStrip.auto_blending -> use_auto_blend -* I'd use is_ * NlaStrip.muted -> muted -* I'd use is_ * NlaStrip.reversed -> reversed -* I'd use is_ * NlaStrip.selected -> select - - -* I'd use is_ * NlaTrack.active -> active -* I'd use is_ * NlaTrack.locked -> lock -* I'd use is_ * NlaTrack.muted -> muted -* I'd use is_ * NlaTrack.selected -> select -NlaTrack.solo -> is_solo - - -Object.draw_axis -> show_axis -Object.draw_bounds -> show_bounds -Object.draw_name -> show_name -Object.draw_texture_space -> show_texture_space -Object.draw_transparent -> show_transparent -Object.draw_wire -> show_wire -* Object.duplis_used -> is_duplis_used -* Object.layers -> layers -Object.lock_location -> lock_location -Object.lock_rotation -> lock_rotation -Object.lock_rotation_w -> lock_rotation_w -Object.lock_rotations_4d -> lock_rotations_4d -Object.lock_scale -> lock_scale -* Object.restrict_render -> use_limit_render -* Object.restrict_select -> use_limit_select -* Object.restrict_view -> use_limit_view -* Object.selected -> select -Object.shape_key_edit_mode -> use_shape_key_edit_mode -Object.shape_key_lock -> show_shape_key -Object.slow_parent -> use_slow_parent -Object.time_offset_add_parent -> use_time_offset_add_parent -Object.time_offset_edit -> use_time_offset_edit -Object.time_offset_parent -> use_time_offset_parent -Object.time_offset_particle -> use_time_offset_particle -Object.use_dupli_faces_scale -> use_dupli_faces_scale -Object.use_dupli_frames_speed -> use_dupli_frames_speed -Object.use_dupli_verts_rotation -> use_dupli_verts_rotation -Object.x_ray -> show_x_ray - - -* ObjectActuator.add_linear_velocity -> add_linear_velocity -ObjectActuator.local_angular_velocity -> use_local_angular_velocity -ObjectActuator.local_force -> use_local_force -ObjectActuator.local_linear_velocity -> use_local_linear_velocity -ObjectActuator.local_location -> use_local_location -ObjectActuator.local_rotation -> use_local_rotation -ObjectActuator.local_torque -> use_local_torque -* ObjectActuator.servo_limit_x -> use_limit_servo_x -* ObjectActuator.servo_limit_y -> use_limit_servo_y -* ObjectActuator.servo_limit_z -> use_limit_servo_z - - -* ObjectBase.layers -> layers -* ObjectBase.selected -> select -* ObjectBase.selected_user -> is_select_user - - -* could be is_ * ObstacleFluidSettings.active -> active -ObstacleFluidSettings.export_animated_mesh -> use_export_animated_mesh - - -* Operator.has_reports -> has_reports -OperatorStrokeElement.flip -> use_flip - - -OutflowFluidSettings.active -> active -OutflowFluidSettings.export_animated_mesh -> use_export_animated_mesh - - -Paint.fast_navigate -> show_low_resolution -Paint.show_brush -> show_brush - -* Panel.bl_default_closed -> bl_default_closed -* Panel.bl_show_header -> bl_show_header - - -ParentActuator.compound -> use_compound -ParentActuator.ghost -> use_ghost - - -* Particle.no_disp -> no_disp -* Particle.rekey -> rekey -* Particle.unexist -> unexist - - -ParticleBrush.use_puff_volume -> use_puff_volume - - -ParticleEdit.add_interpolate -> use_add_interpolate -ParticleEdit.auto_velocity -> use_auto_velocity -ParticleEdit.draw_particles -> show_particles -ParticleEdit.editable -> is_editable -ParticleEdit.emitter_deflect -> use_emitter_deflect -ParticleEdit.fade_time -> use_fade_time -* ParticleEdit.hair -> hair -ParticleEdit.keep_lengths -> use_keep_lengths -ParticleEdit.keep_root -> use_keep_root - - -ParticleFluidSettings.drops -> show_drops -ParticleFluidSettings.floats -> show_floats -ParticleFluidSettings.tracer -> show_tracer - - -ParticleInstanceModifier.alive -> show_alive -ParticleInstanceModifier.children -> use_children -ParticleInstanceModifier.dead -> show_dead -ParticleInstanceModifier.keep_shape -> use_keep_shape -ParticleInstanceModifier.normal -> use_normal -ParticleInstanceModifier.size -> use_size -ParticleInstanceModifier.unborn -> show_unborn -ParticleInstanceModifier.use_path -> use_path - - -ParticleSettings.abs_path_time -> use_abs_path_time -ParticleSettings.animate_branching -> use_animate_branching -ParticleSettings.billboard_lock -> lock_billboard -ParticleSettings.boids_2d -> lock_boids_to_surface -ParticleSettings.branching -> use_branching -ParticleSettings.child_effector -> use_child_effector -ParticleSettings.child_guide -> use_child_guide -ParticleSettings.child_render -> use_child_render -ParticleSettings.die_on_collision -> use_die_on_collision -ParticleSettings.died -> show_died -ParticleSettings.draw_health -> show_health -ParticleSettings.emitter -> use_emitter -ParticleSettings.enable_simplify -> use_simplify -ParticleSettings.even_distribution -> use_even_distribution -ParticleSettings.grid_invert -> invert_grid -ParticleSettings.hair_bspline -> use_hair_bspline -* ParticleSettings.hair_geometry -> hair_geometry -ParticleSettings.material_color -> show_material_color -ParticleSettings.num -> use_number -ParticleSettings.parent -> use_parent -ParticleSettings.rand_group -> use_random_group -ParticleSettings.react_multiple -> use_react_multiple -ParticleSettings.react_start_end -> use_react_start_end -ParticleSettings.render_adaptive -> show_path_steps -ParticleSettings.render_strand -> use_render_strand -ParticleSettings.rotation_dynamic -> use_rotation_dynamic -ParticleSettings.self_effect -> use_self_effect -ParticleSettings.show_size -> show_size -ParticleSettings.size_deflect -> use_size_deflect -ParticleSettings.sizemass -> use_multiply_size_mass -ParticleSettings.symmetric_branching -> use_symmetric_branching -ParticleSettings.trand -> use_emit_random -ParticleSettings.unborn -> show_unborn -ParticleSettings.use_global_dupli -> use_global_dupli -ParticleSettings.use_group_count -> use_group_count -ParticleSettings.velocity -> show_velocity -ParticleSettings.velocity_length -> use_velocity_length -* ParticleSettings.viewport -> viewport -ParticleSettings.whole_group -> use_whole_group - - -ParticleSystem.editable -> is_editable -ParticleSystem.edited -> is_edited -* ParticleSystem.global_hair -> global_hair -ParticleSystem.hair_dynamics -> use_hair_dynamics -ParticleSystem.keyed_timing -> use_keyed_timing -* ParticleSystem.multiple_caches -> multiple_caches -ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump -ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density -ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field -ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink -ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length -ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation -ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness1 -ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness2 -ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end -ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size -ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent -ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity - - -* ParticleTarget.valid -> valid - - -PivotConstraint.use_relative_position -> use_relative_location - - -PointCache.baked -> is_baked -* PointCache.baking -> baking -PointCache.disk_cache -> use_disk_cache -PointCache.external -> use_external -* PointCache.frames_skipped -> frames_skipped -PointCache.outdated -> is_outdated -PointCache.quick_cache -> use_quick_cache -PointCache.use_library_path -> use_library_path - - -PointDensity.turbulence -> use_turbulence - - -PointLamp.only_shadow -> use_shadow_only -PointLamp.shadow_layer -> use_shadow_own_layer -PointLamp.sphere -> use_sphere - - -PoseBone.has_ik -> is_in_ik_chain -* PoseBone.ik_dof_x -> ik_dof_x -* PoseBone.ik_dof_y -> ik_dof_y -* PoseBone.ik_dof_z -> ik_dof_z -PoseBone.ik_limit_x -> lock_ik_x -PoseBone.ik_limit_y -> lock_ik_y -PoseBone.ik_limit_z -> lock_ik_z -PoseBone.ik_lin_control -> use_ik_lin_control -PoseBone.ik_rot_control -> use_ik_rot_control -PoseBone.lock_location -> lock_location -PoseBone.lock_rotation -> lock_rotation -PoseBone.lock_rotation_w -> lock_rotation_w -PoseBone.lock_rotations_4d -> lock_rotations_4d -PoseBone.lock_scale -> lock_scale -* PoseBone.selected -> select - - -PoseTemplateSettings.generate_def_rig -> use_generate_def_rig - - -Property.is_never_none -> is_never_none -Property.is_readonly -> is_readonly -Property.is_required -> is_required -Property.registered -> is_registered -Property.registered_optional -> is_registered_optional -Property.use_output -> is_output - - -* PythonConstraint.script_error -> is_script_error -PythonConstraint.use_targets -> use_targets - - -PythonController.debug -> use_debug - - -RandomActuator.always_true -> use_always_true - - -RaySensor.x_ray_mode -> use_x_ray_mode - - -RegionView3D.box_clip -> use_box_clip -RegionView3D.box_preview -> show_synced_view -RegionView3D.lock_rotation -> lock_rotation - - -* RenderEngine.bl_postprocess -> use_bl_postprocess -* RenderEngine.bl_preview -> use_bl_preview - - -* RenderLayer.all_z -> all_z -* RenderLayer.edge -> edge -* RenderLayer.enabled -> enabled -* RenderLayer.halo -> halo -* RenderLayer.pass_ao -> pass_ao -* RenderLayer.pass_ao_exclude -> pass_ao_exclude -* RenderLayer.pass_color -> pass_color -* RenderLayer.pass_combined -> pass_combined -* RenderLayer.pass_diffuse -> pass_diffuse -* RenderLayer.pass_emit -> pass_emit -* RenderLayer.pass_emit_exclude -> pass_emit_exclude -* RenderLayer.pass_environment -> pass_environment -* RenderLayer.pass_environment_exclude -> pass_environment_exclude -* RenderLayer.pass_indirect -> pass_indirect -* RenderLayer.pass_indirect_exclude -> pass_indirect_exclude -* RenderLayer.pass_mist -> pass_mist -* RenderLayer.pass_normal -> pass_normal -* RenderLayer.pass_object_index -> pass_object_index -* RenderLayer.pass_reflection -> pass_reflection -* RenderLayer.pass_reflection_exclude -> pass_reflection_exclude -* RenderLayer.pass_refraction -> pass_refraction -* RenderLayer.pass_refraction_exclude -> pass_refraction_exclude -* RenderLayer.pass_shadow -> pass_shadow -* RenderLayer.pass_shadow_exclude -> pass_shadow_exclude -* RenderLayer.pass_specular -> pass_specular -* RenderLayer.pass_specular_exclude -> pass_specular_exclude -* RenderLayer.pass_uv -> pass_uv -* RenderLayer.pass_vector -> pass_vector -* RenderLayer.pass_z -> pass_z -* RenderLayer.sky -> sky -* RenderLayer.solid -> solid -* RenderLayer.strand -> strand -* RenderLayer.visible_layers -> visible_layers -* RenderLayer.zmask -> zmask -* RenderLayer.zmask_layers -> zmask_layers -* RenderLayer.zmask_negate -> zmask_negate -* RenderLayer.ztransp -> ztransp - - -RenderSettings.backbuf -> use_backbuf -RenderSettings.bake_active -> use_bake_active -RenderSettings.bake_clear -> use_bake_clear -RenderSettings.bake_enable_aa -> use_bake_enable_aa -RenderSettings.bake_normalized -> use_bake_normalized -RenderSettings.cineon_log -> use_cineon_log -RenderSettings.color_management -> use_color_management -RenderSettings.crop_to_border -> use_crop_to_border -RenderSettings.edge -> edge -RenderSettings.exr_half -> use_exr_half -RenderSettings.exr_preview -> use_exr_preview -RenderSettings.exr_zbuf -> use_exr_zbuf -RenderSettings.ffmpeg_autosplit -> use_ffmpeg_autosplit -RenderSettings.fields -> use_fields -RenderSettings.fields_still -> use_fields_still -RenderSettings.free_image_textures -> use_free_image_textures -RenderSettings.free_unused_nodes -> use_free_unused_nodes -RenderSettings.full_sample -> use_full_sample -RenderSettings.is_movie_format -> is_movie_format -RenderSettings.jpeg2k_ycc -> use_jpeg2k_ycc -RenderSettings.motion_blur -> use_motion_blur -* RenderSettings.multiple_engines -> multiple_engines -RenderSettings.render_antialiasing -> use_render_antialiasing -* doubled?* RenderSettings.render_stamp -> render_stamp -RenderSettings.save_buffers -> use_save_buffers -RenderSettings.simplify_triangulate -> use_simplify_triangulate -RenderSettings.single_layer -> use_active_layer -RenderSettings.stamp_camera -> use_stamp_camera -RenderSettings.stamp_date -> use_stamp_date -RenderSettings.stamp_filename -> use_stamp_filename -RenderSettings.stamp_frame -> use_stamp_frame -RenderSettings.stamp_marker -> use_stamp_marker -RenderSettings.stamp_note -> use_stamp_note -RenderSettings.stamp_render_time -> use_stamp_render_time -RenderSettings.stamp_scene -> use_stamp_scene -RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip -RenderSettings.stamp_time -> use_stamp_time -RenderSettings.tiff_bit -> use_tiff_bit -RenderSettings.use_border -> use_border -RenderSettings.use_compositing -> use_compositing -RenderSettings.use_envmaps -> use_envmaps -RenderSettings.use_file_extension -> use_file_extension -RenderSettings.use_game_engine -> use_game_engine -RenderSettings.use_instances -> use_instances -RenderSettings.use_local_coords -> use_local_coords -RenderSettings.use_overwrite -> use_overwrite -RenderSettings.use_placeholder -> use_placeholder -RenderSettings.use_radiosity -> use_radiosity -RenderSettings.use_raytracing -> use_raytrace -RenderSettings.use_sequencer -> use_sequencer -RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview -RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render -RenderSettings.use_shadows -> use_shadows -RenderSettings.use_simplify -> use_simplify -RenderSettings.use_sss -> use_sss -RenderSettings.use_textures -> use_textures - - -RigidBodyJointConstraint.disable_linked_collision -> use_disable_linked_collision -RigidBodyJointConstraint.draw_pivot -> show_pivot - - -Scene.frame_drop -> use_frame_drop -* Scene.layers -> layers -* Scene.mute_audio -> mute_audio -* Scene.nla_tweakmode_on -> is_nla_tweakmode_on -Scene.pov_radio_always_sample -> use_pov_radio_always_sample -Scene.pov_radio_display_advanced -> show_pov_radio_advanced -Scene.pov_radio_enable -> use_pov_radio_enable -Scene.pov_radio_media -> use_pov_radio_media -Scene.pov_radio_normal -> use_pov_radio_normal -Scene.scrub_audio -> use_scrub_audio -Scene.sync_audio -> use_sync_audio -Scene.use_gravity -> use_gravity -Scene.use_nodes -> use_nodes -Scene.use_preview_range -> use_preview_range - - -SceneGameData.activity_culling -> use_activity_culling -SceneGameData.auto_start -> use_auto_start -SceneGameData.fullscreen -> show_fullscreen -SceneGameData.glsl_extra_textures -> use_glsl_extra_textures -SceneGameData.glsl_lights -> use_glsl_lights -SceneGameData.glsl_nodes -> use_glsl_nodes -SceneGameData.glsl_ramps -> use_glsl_ramps -SceneGameData.glsl_shaders -> use_glsl_shaders -SceneGameData.glsl_shadows -> use_glsl_shadows -SceneGameData.show_debug_properties -> show_debug_properties -SceneGameData.show_framerate_profile -> show_framerate_profile -SceneGameData.show_physics_visualization -> show_physics_visualization -SceneGameData.use_animation_record -> use_animation_record -SceneGameData.use_deprecation_warnings -> use_deprecation_warnings -SceneGameData.use_display_lists -> use_display_lists -SceneGameData.use_frame_rate -> use_frame_rate -SceneGameData.use_occlusion_culling -> use_occlusion_culling - - -SceneRenderLayer.all_z -> use_all_z -SceneRenderLayer.edge -> use_edge -* SceneRenderLayer.enabled -> enabled -SceneRenderLayer.halo -> use_halo -SceneRenderLayer.pass_ao -> use_pass_ao -SceneRenderLayer.pass_ao_exclude -> use_pass_ao_exclude -SceneRenderLayer.pass_color -> use_pass_color -SceneRenderLayer.pass_combined -> use_pass_combined -SceneRenderLayer.pass_diffuse -> use_pass_diffuse -SceneRenderLayer.pass_emit -> use_pass_emit -SceneRenderLayer.pass_emit_exclude -> use_pass_emit_exclude -SceneRenderLayer.pass_environment -> use_pass_environment -SceneRenderLayer.pass_environment_exclude -> use_pass_environment_exclude -SceneRenderLayer.pass_indirect -> use_pass_indirect -SceneRenderLayer.pass_indirect_exclude -> use_pass_indirect_exclude -SceneRenderLayer.pass_mist -> use_pass_mist -SceneRenderLayer.pass_normal -> use_pass_normal -SceneRenderLayer.pass_object_index -> use_pass_object_index -SceneRenderLayer.pass_reflection -> use_pass_reflection -SceneRenderLayer.pass_reflection_exclude -> use_pass_reflection_exclude -SceneRenderLayer.pass_refraction -> use_pass_refraction -SceneRenderLayer.pass_refraction_exclude -> use_pass_refraction_exclude -SceneRenderLayer.pass_shadow -> use_pass_shadow -SceneRenderLayer.pass_shadow_exclude -> use_pass_shadow_exclude -SceneRenderLayer.pass_specular -> use_pass_specular -SceneRenderLayer.pass_specular_exclude -> use_pass_specular_exclude -SceneRenderLayer.pass_uv -> use_pass_uv -SceneRenderLayer.pass_vector -> use_pass_vector -SceneRenderLayer.pass_z -> use_pass_z -SceneRenderLayer.sky -> use_sky -SceneRenderLayer.solid -> use_solid -SceneRenderLayer.strand -> use_strand -SceneRenderLayer.visible_layers -> visible_layers -SceneRenderLayer.zmask -> use_zmask -SceneRenderLayer.zmask_layers -> use_zmask_layers -SceneRenderLayer.zmask_negate -> use_zmask_negate -SceneRenderLayer.ztransp -> use_ztransp - - -* SceneSequence.convert_float -> convert_float -* SceneSequence.de_interlace -> de_interlace -* SceneSequence.flip_x -> flip_x -* SceneSequence.flip_y -> flip_y -* SceneSequence.premultiply -> premultiply -* SceneSequence.proxy_custom_directory -> proxy_custom_directory -* SceneSequence.proxy_custom_file -> proxy_custom_file -* SceneSequence.reverse_frames -> reverse_frames -* SceneSequence.use_color_balance -> use_color_balance -* SceneSequence.use_crop -> use_crop -* SceneSequence.use_proxy -> use_proxy -* SceneSequence.use_translation -> use_translation - - -Scopes.use_full_resolution -> use_full_resolution - - -Screen.animation_playing -> is_animation_playing -Screen.fullscreen -> is_fullscreen - - -ScrewModifier.use_normal_calculate -> use_normal_calculate -ScrewModifier.use_normal_flip -> use_normal_flip -ScrewModifier.use_object_screw_offset -> use_object_screw_offset - - -Sculpt.lock_x -> lock_x -Sculpt.lock_y -> lock_y -Sculpt.lock_z -> lock_z -Sculpt.symmetry_x -> use_symmetry_x -Sculpt.symmetry_y -> use_symmetry_y -Sculpt.symmetry_z -> use_symmetry_z - - -Sensor.expanded -> show_expanded -* Sensor.invert -> invert -* Sensor.level -> level -Sensor.pulse_false_level -> use_pulse_false_level -Sensor.pulse_true_level -> use_pulse_true_level -Sensor.tap -> use_tap - - -* Sequence.frame_locked -> frame_locked -* Sequence.left_handle_selected -> select_left_handle -* Sequence.lock -> lock -* Sequence.mute -> mute -* Sequence.right_handle_selected -> select_right_handle -* Sequence.selected -> select -* Sequence.use_effect_default_fade -> use_effect_default_fade - - -SequenceColorBalance.inverse_gain -> invert_gain -SequenceColorBalance.inverse_gamma -> invert_gamma -SequenceColorBalance.inverse_lift -> invert_lift - - -ShaderNodeExtendedMaterial.diffuse -> use_diffuse -ShaderNodeExtendedMaterial.invert_normal -> invert_normal -ShaderNodeExtendedMaterial.specular -> use_specular - - -ShaderNodeMapping.clamp_maximum -> use_clamp_to_max -ShaderNodeMapping.clamp_minimum -> use_clamp_to_min - - -ShaderNodeMaterial.diffuse -> use_diffuse -ShaderNodeMaterial.invert_normal -> invert_normal -ShaderNodeMaterial.specular -> use_specular - - -ShaderNodeMixRGB.alpha -> use_alpha - - -ShapeActionActuator.continue_last_frame -> use_continue_last_frame - - -* ShapeKey.mute -> mute - - -* see below * ShrinkwrapConstraint.use_x -> use_x -* see below* ShrinkwrapConstraint.use_y -> use_y -* see below* ShrinkwrapConstraint.use_z -> use_z -ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces -ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces -ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface -* ShrinkwrapModifier.negative -> negative -* ShrinkwrapModifier.positive -> positive -ShrinkwrapModifier.x -> use_x -ShrinkwrapModifier.y -> use_y -ShrinkwrapModifier.z -> use_z - - -SimpleDeformModifier.lock_x_axis -> lock_axis_x -SimpleDeformModifier.lock_y_axis -> lock_axis_y -SimpleDeformModifier.relative -> use_relative - - -SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke -SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log -SmokeDomainSettings.highres -> use_highres -SmokeDomainSettings.initial_velocity -> use_initial_velocity -SmokeDomainSettings.viewhighres -> show_highres - - -*negate* SmokeFlowSettings.outflow -> use_outflow - - -SmoothModifier.x -> use_x -SmoothModifier.y -> use_y -SmoothModifier.z -> use_z - - -SoftBodySettings.auto_step -> use_auto_step -SoftBodySettings.diagnose -> use_diagnose -SoftBodySettings.edge_collision -> use_edge_collision -SoftBodySettings.estimate_matrix -> use_estimate_matrix -SoftBodySettings.face_collision -> use_face_collision -SoftBodySettings.new_aero -> use_new_aero -SoftBodySettings.self_collision -> use_self_collision -SoftBodySettings.stiff_quads -> use_stiff_quads -SoftBodySettings.use_edges -> use_edges -SoftBodySettings.use_goal -> use_goal - - -* SolidifyModifier.invert -> invert_vertex_groups_influence -SolidifyModifier.use_even_offset -> use_even_offset -SolidifyModifier.use_quality_normals -> use_quality_normals -SolidifyModifier.use_rim -> use_rim -SolidifyModifier.use_rim_material -> use_rim_material - - -Sound.caching -> use_ram_cache - - -SoundActuator.enable_sound_3d -> use_sound_3d - - -SpaceConsole.show_report_debug -> show_report_debug -SpaceConsole.show_report_error -> show_report_error -SpaceConsole.show_report_info -> show_report_info -SpaceConsole.show_report_operator -> show_report_operator -SpaceConsole.show_report_warn -> show_report_warn - - -SpaceDopeSheetEditor.automerge_keyframes -> show_automerge_keyframes -SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates -SpaceDopeSheetEditor.show_cframe_indicator -> show_cframe_indicator -SpaceDopeSheetEditor.show_seconds -> show_seconds -SpaceDopeSheetEditor.show_sliders -> show_sliders -SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync - - -SpaceGraphEditor.automerge_keyframes -> show_automerge_keyframes -* SpaceGraphEditor.has_ghost_curves -> has_ghost_curves -SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles -SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles -SpaceGraphEditor.realtime_updates -> use_realtime_updates -SpaceGraphEditor.show_cframe_indicator -> show_cframe_indicator -SpaceGraphEditor.show_cursor -> show_cursor -SpaceGraphEditor.show_handles -> show_handles -SpaceGraphEditor.show_seconds -> show_seconds -SpaceGraphEditor.show_sliders -> show_sliders - - -SpaceImageEditor.draw_repeated -> show_repeated -SpaceImageEditor.image_painting -> use_image_paint -SpaceImageEditor.image_pin -> show_image_pin -SpaceImageEditor.show_paint -> show_paint -SpaceImageEditor.show_render -> show_render -SpaceImageEditor.show_uvedit -> show_uvedit -SpaceImageEditor.update_automatically -> use_update_automatically -SpaceImageEditor.use_grease_pencil -> use_grease_pencil - - -SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects -SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states -SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller -SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects -SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects -SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller -SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects -SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects -SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states -SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller -SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects - - -SpaceNLA.realtime_updates -> use_realtime_updates -SpaceNLA.show_cframe_indicator -> show_cframe_indicator -SpaceNLA.show_seconds -> show_seconds -SpaceNLA.show_strip_curves -> show_strip_curves - - -SpaceNodeEditor.backdrop -> show_backdrop - - -SpaceOutliner.match_case_sensitive -> use_match_case_sensitive -SpaceOutliner.match_complete -> use_match_complete -SpaceOutliner.show_restriction_columns -> show_restriction_columns - - -SpaceProperties.brush_texture -> show_brush_texture -SpaceProperties.use_pin_id -> use_pin_id - - -* SpaceSequenceEditor.draw_frames -> draw_frames -* SpaceSequenceEditor.draw_safe_margin -> draw_safe_margin -* SpaceSequenceEditor.separate_color_preview -> separate_color_preview -* SpaceSequenceEditor.show_cframe_indicator -> show_cframe_indicator -* SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil -* SpaceSequenceEditor.use_marker_sync -> use_marker_sync - - -SpaceTextEditor.find_all -> use_find_all -SpaceTextEditor.find_wrap -> use_find_wrap -SpaceTextEditor.line_numbers -> show_line_numbers -SpaceTextEditor.live_edit -> use_live_edit -SpaceTextEditor.overwrite -> use_overwrite -SpaceTextEditor.syntax_highlight -> use_syntax_highlight -SpaceTextEditor.word_wrap -> use_word_wrap - - -SpaceTimeline.only_selected -> use_only_selected -SpaceTimeline.play_all_3d -> use_play_all_3d -SpaceTimeline.play_anim -> use_play_anim -SpaceTimeline.play_buttons -> use_play_buttons -SpaceTimeline.play_image -> use_play_image -SpaceTimeline.play_nodes -> use_play_nodes -SpaceTimeline.play_sequencer -> use_play_sequencer -SpaceTimeline.play_top_left -> use_play_top_left -SpaceTimeline.show_cframe_indicator -> show_cframe_indicator - - -SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds -SpaceUVEditor.draw_modified_edges -> show_modified_edges -SpaceUVEditor.draw_other_objects -> show_other_objects -SpaceUVEditor.draw_smooth_edges -> show_smooth_edges -SpaceUVEditor.draw_stretch -> show_stretch -SpaceUVEditor.live_unwrap -> use_live_unwrap -SpaceUVEditor.normalized_coordinates -> show_normalized_coordinates -SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels - - -SpaceView3D.all_object_origins -> show_all_objects_origin -SpaceView3D.display_background_images -> show_background_images -SpaceView3D.display_floor -> show_floor -SpaceView3D.display_render_override -> show_render_override -SpaceView3D.display_x_axis -> show_axis_x -SpaceView3D.display_y_axis -> show_axis_y -SpaceView3D.display_z_axis -> show_axis_z -* SpaceView3D.layers -> layers -SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers -SpaceView3D.manipulator -> use_manipulator -SpaceView3D.manipulator_rotate -> use_manipulator_rotate -SpaceView3D.manipulator_scale -> use_manipulator_scale -SpaceView3D.manipulator_translate -> use_manipulator_translate -SpaceView3D.occlude_geometry -> use_occlude_geometry -SpaceView3D.outline_selected -> show_outline_selected -SpaceView3D.pivot_point_align -> use_pivot_point_align -SpaceView3D.relationship_lines -> show_relationship_lines -SpaceView3D.textured_solid -> show_textured_solid -* SpaceView3D.used_layers -> layers_used - - -SpeedControlSequence.curve_compress_y -> use_curve_compress_y -SpeedControlSequence.curve_velocity -> use_curve_velocity -SpeedControlSequence.frame_blending -> use_frame_blend - - -Spline.bezier_u -> use_bezier_u -Spline.bezier_v -> use_bezier_v -Spline.cyclic_u -> use_cyclic_u -Spline.cyclic_v -> use_cyclic_v -Spline.endpoint_u -> use_endpoint_u -Spline.endpoint_v -> use_endpoint_v -* Spline.hide -> hide -Spline.smooth -> use_smooth - - - - - - -SplineIKConstraint.chain_offset -> use_chain_offset -* SplineIKConstraint.even_divisions -> use_even_divisions -SplineIKConstraint.use_curve_radius -> use_curve_radius -SplineIKConstraint.y_stretch -> use_y_stretch - - -* SplinePoint.hidden -> hide -* SplinePoint.selected -> select - - -SpotLamp.auto_clip_end -> use_auto_clip_end -SpotLamp.auto_clip_start -> use_auto_clip_start -SpotLamp.halo -> use_halo -SpotLamp.only_shadow -> use_shadow_only -SpotLamp.shadow_layer -> use_shadow_own_layer -SpotLamp.show_cone -> show_cone -SpotLamp.sphere -> use_sphere -SpotLamp.square -> use_square - - -* StateActuator.state -> state - - -SubsurfModifier.optimal_display -> show_optimal -SubsurfModifier.subsurf_uv -> use_subsurf_uv - - -SunLamp.only_shadow -> use_shadow_only -SunLamp.shadow_layer -> use_shadow_own_layer - - -SurfaceCurve.map_along_length -> use_map_along_length -SurfaceCurve.vertex_normal_flip -> use_vertex_normal_flip - - -TexMapping.has_maximum -> use_clip_to_max -TexMapping.has_minimum -> use_clip_to_min - - -Text.dirty -> is_dirty -Text.memory -> is_in_memory -Text.modified -> is_modified -Text.tabs_as_spaces -> use_tabs_as_spaces -Text.use_module -> use_module - - -TextCharacterFormat.bold -> use_bold -TextCharacterFormat.italic -> use_italic -TextCharacterFormat.style -> use_style -TextCharacterFormat.underline -> use_underline -TextCharacterFormat.wrap -> use_wrap - - -TextCurve.fast -> use_fast_editing -TextCurve.map_along_length -> use_map_along_length -TextCurve.vertex_normal_flip -> use_vertex_normal_flip - - -TextMarker.edit_all -> use_edit_all -* TextMarker.temporary -> is_temporary - - -Texture.use_color_ramp -> use_color_ramp -Texture.use_nodes -> use_nodes -Texture.use_preview_alpha -> use_preview_alpha -TextureNodeMixRGB.alpha -> use_alpha -TextureSlot.negate -> use_negate -TextureSlot.rgb_to_intensity -> use_rgb_to_intensity -TextureSlot.stencil -> use_stencil - - -ThemeBoneColorSet.colored_constraints -> show_colored_constraints -ThemeWidgetColors.shaded -> show_shaded - - -* TimelineMarker.selected -> select - - -ToolSettings.auto_normalize -> use_auto_normalize -ToolSettings.automerge_editing -> use_automerge_editing -ToolSettings.bone_sketching -> use_bone_sketching -ToolSettings.etch_autoname -> use_etch_autoname -ToolSettings.etch_overdraw -> use_etch_overdraw -ToolSettings.etch_quick -> use_etch_quick -ToolSettings.mesh_selection_mode -> use_mesh_selection_mode -ToolSettings.record_with_nla -> use_record_with_nla -ToolSettings.snap -> use_snap -ToolSettings.snap_align_rotation -> use_snap_align_rotation -ToolSettings.snap_peel_object -> use_snap_peel_object -ToolSettings.snap_project -> use_snap_project -ToolSettings.use_auto_keying -> use_keyframe_insert_auto -* ToolSettings.uv_local_view -> show_only_uv_local_view -ToolSettings.uv_sync_selection -> use_uv_sync_selection - - -TrackToConstraint.target_z -> use_target_z - - -TransformConstraint.extrapolate_motion -> use_motion_extrapolate -TransformSequence.uniform_scale -> use_uniform_scale - - -UILayout.active -> active -UILayout.enabled -> enabled - - -UVProjectModifier.override_image -> show_override_image - - -UnitSettings.use_separate -> use_separate - - -UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_auto_available -UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_auto_keyingset -UserPreferencesEdit.drag_immediately -> use_drag_immediately -UserPreferencesEdit.duplicate_action -> use_duplicate_action -UserPreferencesEdit.duplicate_armature -> use_duplicate_armature -UserPreferencesEdit.duplicate_curve -> use_duplicate_curve -UserPreferencesEdit.duplicate_fcurve -> use_duplicate_fcurve -UserPreferencesEdit.duplicate_lamp -> use_duplicate_lamp -UserPreferencesEdit.duplicate_material -> use_duplicate_material -UserPreferencesEdit.duplicate_mesh -> use_duplicate_mesh -UserPreferencesEdit.duplicate_metaball -> use_duplicate_metaball -UserPreferencesEdit.duplicate_particle -> use_duplicate_particle -UserPreferencesEdit.duplicate_surface -> use_duplicate_surface -UserPreferencesEdit.duplicate_text -> use_duplicate_text -UserPreferencesEdit.duplicate_texture -> use_duplicate_texture -UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode -UserPreferencesEdit.global_undo -> use_global_undo -UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke -UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke -UserPreferencesEdit.insertkey_xyz_to_rgb -> show_insertkey_xyz_to_rgb -UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed -UserPreferencesEdit.snap_rotate -> use_snap_grid_rotate -UserPreferencesEdit.snap_scale -> use_snap_grid_scale -UserPreferencesEdit.snap_translate -> use_snap_grid_translate -UserPreferencesEdit.use_auto_keying -> use_auto_keying -UserPreferencesEdit.use_negative_frames -> use_negative_frames -UserPreferencesEdit.use_visual_keying -> show_visual_keying - - - - - - -UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files -UserPreferencesFilePaths.compress_file -> use_file_compression -UserPreferencesFilePaths.filter_file_extensions -> show_only_file_extensions -UserPreferencesFilePaths.hide_dot_files_datablocks -> show_dot_files_datablocks -UserPreferencesFilePaths.load_ui -> use_load_ui -UserPreferencesFilePaths.save_preview_images -> use_save_preview_images -UserPreferencesFilePaths.use_relative_paths -> use_relative_paths - - -UserPreferencesInput.continuous_mouse -> use_continuous_mouse -UserPreferencesInput.emulate_3_button_mouse -> use_emulate_3_button_mouse -UserPreferencesInput.emulate_numpad -> use_emulate_numpad -UserPreferencesInput.invert_zoom_direction -> invert_zoom - - -UserPreferencesSystem.auto_execute_scripts -> use_scripts_auto_execute -UserPreferencesSystem.enable_all_codecs -> use_preview_images -UserPreferencesSystem.international_fonts -> use_fonts_international -UserPreferencesSystem.tabs_as_spaces -> use_tabs_as_spaces -UserPreferencesSystem.translate_buttons -> show_translate_buttons -UserPreferencesSystem.translate_toolbox -> show_translate_toolbox -UserPreferencesSystem.translate_tooltips -> show_translate_tooltips -UserPreferencesSystem.use_antialiasing -> show_antialiasing -UserPreferencesSystem.use_mipmaps -> use_mipmaps -UserPreferencesSystem.use_textured_fonts -> show_fonts_textured -UserPreferencesSystem.use_vbos -> use_vertex_buffer_objects -UserPreferencesSystem.use_weight_color_range -> show_weight_color_range - - -UserPreferencesView.auto_depth -> use_mouse_auto_depth -UserPreferencesView.auto_perspective -> show_auto_perspective -UserPreferencesView.directional_menus -> show_directional_menus -UserPreferencesView.display_object_info -> show_object_info -UserPreferencesView.global_pivot -> show_global_pivot -UserPreferencesView.global_scene -> show_global_scene -UserPreferencesView.open_mouse_over -> use_mouse_over_open -UserPreferencesView.pin_floating_panels -> show_pin_floating_panels -UserPreferencesView.rotate_around_selection -> use_rotate_around_selection -UserPreferencesView.show_mini_axis -> show_mini_axis -UserPreferencesView.show_playback_fps -> show_playback_fps -UserPreferencesView.show_splash -> show_splash -UserPreferencesView.show_view_name -> show_view_name -UserPreferencesView.tooltips -> use_tooltips -UserPreferencesView.use_column_layout -> show_column_layout -UserPreferencesView.use_large_cursors -> show_large_cursors -UserPreferencesView.use_manipulator -> show_manipulator -UserPreferencesView.use_middle_mouse_paste -> use_mouse_mmb_paste -UserPreferencesView.wheel_invert_zoom -> invert_mouse_wheel_zoom -UserPreferencesView.zoom_to_mouse -> use_zoom_ato_mouse - - -* UserSolidLight.enabled -> use - - -VertexPaint.all_faces -> use_all_faces -VertexPaint.normals -> use_normals -VertexPaint.spray -> use_spray - - -VisibilityActuator.children -> show_occluded_children -VisibilityActuator.occlusion -> show_occluded -VisibilityActuator.visible -> show - - -VoxelData.still -> use_still - - -WaveModifier.cyclic -> use_cyclic -WaveModifier.normals -> show_normals -WaveModifier.x -> use_x -WaveModifier.x_normal -> use_normal_x -WaveModifier.y -> use_y -WaveModifier.y_normal -> use_normal_y -WaveModifier.z_normal -> use_normal_z - - -World.blend_sky -> use_sky_blend -World.paper_sky -> use_sky_paper -World.real_sky -> use_sky_real -WorldLighting.falloff -> use_falloff -WorldLighting.pixel_cache -> use_ao_pixel_cache -WorldLighting.use_ambient_occlusion -> use_ao -WorldLighting.use_environment_lighting -> use_environment_lighting -WorldLighting.use_indirect_lighting -> use_indirect_lighting -WorldMistSettings.use_mist -> use_mist -WorldStarsSettings.use_stars -> use_stars -WorldTextureSlot.map_blend -> use_map_blend -WorldTextureSlot.map_horizon -> use_map_horizon -WorldTextureSlot.map_zenith_down -> use_map_zenith_down -WorldTextureSlot.map_zenith_up -> use_map_zenith_up diff --git a/source/blender/makesrna/rna_cleanup/rna_booleans.txt b/source/blender/makesrna/rna_cleanup/rna_booleans.txt index 81530b5764e..4cae982183c 100644 --- a/source/blender/makesrna/rna_cleanup/rna_booleans.txt +++ b/source/blender/makesrna/rna_cleanup/rna_booleans.txt @@ -1,19 +1,19 @@ ActionActuator.continue_last_frame -> continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time ActionGroup.expanded -> show_expanded: boolean Action Group is expanded -ActionGroup.locked -> use_lock: boolean Action Group is locked -ActionGroup.selected -> selected: boolean Action Group is selected +ActionGroup.locked -> lock: boolean Action Group is locked +ActionGroup.selected -> select: boolean Action Group is selected Actuator.expanded -> show_expanded: boolean Set actuator expanded in the user interface AnimData.nla_enabled -> use_nla: boolean NLA stack is evaluated when evaluating this block AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight: boolean Emphasize position of keyframes on Motion Paths AnimVizMotionPaths.search_all_action_keyframes -> use_keyframe_action_all: boolean For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower) AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean Show frame numbers on Motion Paths AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean Show frame numbers of Keyframes on Motion Paths -AnimVizOnionSkinning.only_selected -> showonly_selected: boolean For Pose-Mode drawing, only draw ghosts for selected bones +AnimVizOnionSkinning.only_selected -> show_only_selected: boolean For Pose-Mode drawing, only draw ghosts for selected bones Area.show_menus -> show_menus: boolean Show menus in the header AreaLamp.dither -> use_dither: boolean Use 2x2 dithering for sampling (Constant Jittered sampling) AreaLamp.jitter -> use_jitter: boolean Use noise for sampling (Constant Jittered sampling) -AreaLamp.only_shadow -> useonly_shadow: boolean Causes light to cast shadows only without illuminating objects -AreaLamp.shadow_layer -> useonly_shadow_layer: boolean Causes only objects on the same layer to cast shadows +AreaLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects +AreaLamp.shadow_layer -> use_only_shadow_layer: boolean Causes only objects on the same layer to cast shadows AreaLamp.umbra -> use_umbra: boolean Emphasize parts that are fully shadowed (Constant Jittered sampling) Armature.auto_ik -> use_auto_ik: boolean Add temporaral IK constraints while grabbing bones in Pose Mode Armature.deform_bbone_rest -> use_deform_b_bone_rest: boolean Make B-Bones deform already in Rest Position @@ -25,29 +25,29 @@ Armature.draw_axes -> show_axes: boolean Draw bone axes Armature.draw_custom_bone_shapes -> show_bone_custom: boolean Draw bones with their custom shapes Armature.draw_group_colors -> show_group_colors: boolean Draw bone group colors Armature.draw_names -> show_names: boolean Draw bone names -Armature.ghost_only_selected -> showonly_ghost_selected: boolean +Armature.ghost_only_selected -> show_only_ghost_selected: boolean Armature.layer -> layer: boolean Armature layer visibility -Armature.layer_protection -> layer_protection: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo +Armature.layer_protection -> layer_protect: 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.b_bone_rest -> use_b_bone_rest: boolean Make B-Bones deform already in rest position ArmatureModifier.invert -> use_vertex_group_invert: boolean Invert vertex group influence ArmatureModifier.multi_modifier -> use_multi_modifier: boolean Use same input as previous modifier, and mix results using overall vgroup ArmatureModifier.quaternion -> use_preserve_volume: boolean Deform rotation interpolation with quaternions -ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean -ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean +ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean +ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean ArrayModifier.add_offset_object -> use_object_offset: boolean Add another object's transformation to the total offset ArrayModifier.constant_offset -> use_constant_offset: boolean Add a constant offset ArrayModifier.merge_adjacent_vertices -> use_merge_vertex: boolean Merge vertices in adjacent duplicates ArrayModifier.merge_end_vertices -> use_merge_vertex_end: boolean Merge vertices in first and last duplicates ArrayModifier.relative_offset -> use_relative_offset: boolean Add an offset relative to the object's bounding box BackgroundImage.show_expanded -> show_expanded: boolean Show the expanded in the user interface -BevelModifier.only_vertices -> useonly_vertex: boolean Bevel verts/corners, not edges -BezierSplinePoint.hidden -> hidden: boolean Visibility status -BezierSplinePoint.selected_control_point -> selected_control_point: boolean Control point selection status -BezierSplinePoint.selected_handle1 -> selected_handle1: boolean Handle 1 selection status -BezierSplinePoint.selected_handle2 -> selected_handle2: boolean Handle 2 selection status -BoidRule.in_air -> use_air: boolean Use rule when boid is flying -BoidRule.on_land -> use_land: boolean Use rule when boid is on land +BevelModifier.only_vertices -> use_only_vertex: boolean Bevel verts/corners, not edges +BezierSplinePoint.hidden -> hide: boolean Visibility status +BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status +BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status +BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status +BoidRule.in_air -> use_in_air: boolean Use rule when boid is flying +BoidRule.on_land -> use_on_land: boolean Use rule when boid is on land BoidRuleAvoid.predict -> use_predict: boolean Predict target movement BoidRuleAvoidCollision.boids -> use_avoid: boolean Avoid collision with other boids BoidRuleAvoidCollision.deflectors -> use_deflect: boolean Avoid collision with deflector objects @@ -56,18 +56,18 @@ BoidRuleGoal.predict -> use_predict: boolean Predict target movement BoidSettings.allow_climb -> use_climb: boolean Allow boids to climb goal objects BoidSettings.allow_flight -> use_flight: boolean Allow boids to move in air BoidSettings.allow_land -> use_land: boolean Allow boids to move on land -Bone.connected -> is_connected: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail +Bone.connected -> use_connect: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail Bone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects Bone.deform -> use_deform: boolean Bone does not deform any geometry 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.hidden -> hidden: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) +Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) 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.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 TODO * Bone.restrict_select -> restrict_select: boolean Bone is able to be selected -Bone.selected -> selected: boolean +Bone.selected -> select: boolean BooleanProperty.default -> default: boolean, (read-only) Default value for this number BooleanProperty.default_array -> default_array: boolean, (read-only) Default value for this array Brush.use_accumulate -> use_accumulate: boolean Accumulate stroke dabs on top of each other @@ -92,9 +92,9 @@ Camera.show_passepartout -> show_passepartout: boolean Show a darkened ove Camera.show_title_safe -> show_title_safe: boolean Show indicators for the title safe zone in Camera view CastModifier.from_radius -> use_radius_as_size: boolean Use radius as size of projection shape (0 = auto) CastModifier.use_transform -> use_transform: boolean Use object transform to control projection shape -CastModifier.x -> use_x: boolean -CastModifier.y -> use_y: boolean -CastModifier.z -> use_z: boolean +CastModifier.x -> use_x: boolean +CastModifier.y -> use_y: boolean +CastModifier.z -> use_z: boolean ChildOfConstraint.use_location_x -> use_location_x: boolean Use X Location of Parent ChildOfConstraint.use_location_y -> use_location_y: boolean Use Y Location of Parent ChildOfConstraint.use_location_z -> use_location_z: boolean Use Z Location of Parent @@ -108,38 +108,38 @@ ClampToConstraint.cyclic -> use_cyclic: boolean Treat curve as cyclic curv ClothCollisionSettings.enable_collision -> use_collision: boolean Enable collisions with other objects ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean Enable self collisions ClothSettings.pin_cloth -> use_pin_cloth: boolean Enable pinning of cloth vertices to other objects/positions -ClothSettings.stiffness_scaling -> use_stiffness_scaling: boolean If enabled, stiffness can be scaled along a weight painted vertex group +ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean If enabled, stiffness can be scaled along a weight painted vertex group TODO * CollisionSensor.collision_type -> collision_type: boolean Toggle collision on material or property CollisionSensor.pulse -> use_pulse: boolean Changes to the set of colliding objects generates pulse CollisionSettings.enabled -> use_collision: boolean Enable this objects as a collider for physics systems CollisionSettings.kill_particles -> use_particle_kill: boolean Kill collided particles -CompositorNodeAlphaOver.convert_premul -> use_convert_premultiply: boolean -CompositorNodeBlur.bokeh -> use_bokeh: boolean -CompositorNodeBlur.gamma -> use_gamma: boolean -CompositorNodeBlur.relative -> use_relative: boolean +CompositorNodeAlphaOver.convert_premul -> use_convert_premultiply: boolean +CompositorNodeBlur.bokeh -> use_bokeh: boolean +CompositorNodeBlur.gamma -> use_gamma_correct: boolean +CompositorNodeBlur.relative -> use_relative: boolean CompositorNodeColorSpill.unspill -> use_unspill: boolean Compensate all channels (diffenrently) by hand CompositorNodeCrop.crop_size -> use_crop_size: boolean Whether to crop the size of the input image -CompositorNodeDBlur.wrap -> use_wrap: boolean +CompositorNodeDBlur.wrap -> use_wrap: boolean CompositorNodeDefocus.gamma_correction -> use_gamma_correct: boolean Enable gamma correction before and after main process CompositorNodeDefocus.preview -> use_preview: boolean Enable sampling mode, useful for preview when using low samplecounts CompositorNodeDefocus.use_zbuffer -> use_zbuffer: boolean Disable when using an image as input instead of actual zbuffer (auto enabled if node not image based, eg. time node) CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean Simple star filter: add 45 degree rotation offset -CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean -CompositorNodeImage.cyclic -> use_cyclic: boolean -CompositorNodeInvert.alpha -> use_alpha: boolean -CompositorNodeInvert.rgb -> use_rgb: boolean +CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean +CompositorNodeImage.cyclic -> use_cyclic: boolean +CompositorNodeInvert.alpha -> use_alpha: boolean +CompositorNodeInvert.rgb -> invert_rgb: boolean CompositorNodeLensdist.fit -> use_fit: boolean For positive distortion factor only: scale image such that black areas are not visible CompositorNodeLensdist.jitter -> use_jitter: boolean Enable/disable jittering; faster, but also noisier CompositorNodeLensdist.projector -> use_projector: boolean Enable/disable projector mode. Effect is applied in horizontal direction only -CompositorNodeMapValue.use_max -> use_max: boolean -CompositorNodeMapValue.use_min -> use_min: boolean +CompositorNodeMapValue.use_max -> use_max: boolean +CompositorNodeMapValue.use_min -> use_min: boolean CompositorNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation -CompositorNodeOutputFile.exr_half -> use_exr_half: boolean +CompositorNodeOutputFile.exr_half -> use_exr_half: boolean CompositorNodeVecBlur.curved -> use_curve: boolean Interpolate between frames in a bezier curve, rather than linearly TODO * Constraint.active -> active: boolean Constraint is the one being edited Constraint.disabled -> is_valid: boolean, (read-only) Constraint has invalid settings and will not be evaluated Constraint.expanded -> show_expanded: boolean Constraint's panel is expanded in UI -Constraint.proxy_local -> proxy_local: boolean Constraint was added in this proxy instance (i.e. did not belong to source Armature) +Constraint.proxy_local -> is_proxy_local: boolean Constraint was added in this proxy instance (i.e. did not belong to source Armature) ConstraintActuator.detect_material -> use_material_detect: boolean Detect material instead of property ConstraintActuator.fh_normal -> use_fh_normal: boolean Add a horizontal spring force on slopes ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean Keep object axis parallel to normal @@ -182,7 +182,7 @@ Curve.use_path_follow -> use_path_follow: boolean Make curve path children Curve.use_radius -> use_radius: boolean Option for paths: apply the curve radius with path following it and deforming Curve.use_stretch -> use_stretch: boolean Option for curve-deform: makes deformed child to stretch along entire path Curve.use_time_offset -> use_time_offset: boolean Children will use TimeOffs value as path distance offset -CurveMapPoint.selected -> selected: boolean Selection state of the curve point +CurveMapPoint.selected -> select: boolean Selection state of the curve point CurveMapping.clip -> use_clip: boolean Force the curve view to fit a defined boundary DelaySensor.repeat -> use_repeat: boolean Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean Generate speed vectors for vector blur @@ -205,8 +205,8 @@ DopeSheet.display_texture -> show_texture: boolean Include visualization o DopeSheet.display_transforms -> show_transforms: boolean Include visualization of Object-level Animation data (mostly Transforms) DopeSheet.display_world -> show_world: boolean Include visualization of World related Animation data DopeSheet.include_missing_nla -> show_missing_nla: boolean Include Animation Data blocks with no NLA data. (NLA Editor only) -DopeSheet.only_group_objects -> showonly_group_objects: boolean Only include channels from Objects in the specified Group -DopeSheet.only_selected -> showonly_selected: boolean Only include channels relating to selected objects and data +DopeSheet.only_group_objects -> show_only_group_objects: boolean Only include channels from Objects in the specified Group +DopeSheet.only_selected -> show_only_selected: boolean Only include channels relating to selected objects and data Driver.invalid -> is_valid: boolean Driver could not be evaluated in past, so should be skipped Driver.show_debug_info -> show_debug_info: boolean Show intermediate values for the driver calculations to allow debugging of drivers DriverTarget.use_local_space_transforms -> use_local_space_transform: boolean Use transforms in Local Space (as opposed to the worldspace default) @@ -216,24 +216,24 @@ EditBone.connected -> is_connected: boolean When bone has a parent, bone's EditBone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects EditBone.deform -> use_deform: boolean Bone does not deform any geometry 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.hidden -> hidden: boolean Bone is not visible when in Edit Mode +EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode 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.local_location -> use_local_location: boolean Bone location is set in local space -EditBone.locked -> use_lock: boolean Bone is not able to be transformed when in Edit Mode +EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence EditBone.restrict_select -> restrict_select: boolean Bone is able to be selected -EditBone.selected -> selected: boolean -EditBone.selected_head -> selected_head: boolean -EditBone.selected_tail -> selected_tail: boolean -EditObjectActuator.enable_3d_tracking -> use_tracking_3d: boolean Enable 3D tracking +EditBone.selected -> select: boolean +EditBone.selected_head -> select_head: boolean +EditBone.selected_tail -> select_tail: boolean +EditObjectActuator.enable_3d_tracking -> use_track_3d: boolean Enable 3D tracking EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean Apply the rotation locally EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean Apply the transformation locally EditObjectActuator.replace_display_mesh -> use_display_mesh: boolean Replace the display mesh EditObjectActuator.replace_physics_mesh -> use_physics_mesh: boolean Replace the physics mesh (triangle bounds only - compound shapes not supported) EffectSequence.convert_float -> use_float: boolean Convert input to float data -EffectSequence.de_interlace -> use_de_interlace: boolean For video movies to remove fields +EffectSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields EffectSequence.flip_x -> use_flip_x: boolean Flip on the X axis EffectSequence.flip_y -> use_flip_y: boolean Flip on the Y axis EffectSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha @@ -246,7 +246,7 @@ EffectSequence.use_proxy -> use_proxy: boolean Use a preview proxy for thi EffectSequence.use_translation -> use_translation: boolean Translate image before processing EffectorWeights.do_growing_hair -> use_hair_grow: 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_minimum: boolean Use Filter Size as a minimal filter value in pixels +EnvironmentMapTexture.use_filter_size_min -> filter_size_min: 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 @@ -260,11 +260,11 @@ 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 NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating -FCurve.locked -> use_lock: boolean F-Curve's settings cannot be edited +FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> use_mute: boolean F-Curve is not evaluated -FCurve.selected -> selected: boolean F-Curve is selected for editing -NEGATE * FCurve.visible -> hidden: boolean F-Curve and its keyframes are shown in the Graph Editor graphs -FCurveSample.selected -> selected: boolean Selection status +FCurve.selected -> select: boolean F-Curve is selected for editing +NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs +FCurveSample.selected -> select: boolean Selection status 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 FModifier.expanded -> show_expanded: boolean F-Curve Modifier's panel is expanded in UI @@ -312,16 +312,16 @@ FluidFluidSettings.active -> active: boolean Object contributes to the flu 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 FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean Object will follow the heading and banking of the curve FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean Objects scale by the curve radius -FollowPathConstraint.use_fixed_position -> use_fixed_position: boolean Object will stay locked to a single point somewhere along the length of the curve regardless of time +FollowPathConstraint.use_fixed_position -> use_fixed_location: boolean Object will stay locked to a single point somewhere along the length of the curve regardless of time Function.registered -> registered: boolean, (read-only) Function is registered as callback as part of type registration Function.registered_optional -> registered_optional: boolean, (read-only) Function is optionally registered as callback part of type registration GPencilFrame.paint_lock -> lock_paint: boolean Frame is being edited (painted on) -GPencilFrame.selected -> selected: boolean Frame is selected for editing in the DopeSheet +GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.active -> active: boolean Set active layer for editing GPencilLayer.frame_lock -> lock_frame: boolean Lock current frame displayed by layer -GPencilLayer.hide -> hidden: boolean Set layer Visibility -GPencilLayer.locked -> use_lock: boolean Protect layer from further editing and/or frame changes -GPencilLayer.selected -> selected: boolean Layer is selected for editing in the DopeSheet +GPencilLayer.hide -> hide: boolean Set layer Visibility +GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes +GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet GPencilLayer.show_points -> show_points: boolean Draw the points which make up the strokes (for debugging purposes) GPencilLayer.use_onion_skinning -> use_onion_skin: boolean Ghost frames on either side of frame GameBooleanProperty.value -> value: boolean Property value @@ -354,7 +354,7 @@ GameSoftBodySettings.bending_const -> use_bending_constraint: boolean Enab GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean Enable cluster collision between soft and rigid body GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean Enable cluster collision between soft and soft body GameSoftBodySettings.shape_match -> use_shape_match: boolean Enable soft body shape matching goal -GlowSequence.only_boost -> useonly_boost: boolean Show the glow buffer only +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 ID.fake_user -> use_fake_user: boolean Saves this datablock even if it has no users @@ -377,7 +377,7 @@ ImagePaint.use_occlude -> use_occlude: boolean Only paint onto the faces d ImagePaint.use_projection -> use_projection: boolean Use projection painting for improved consistency in the brush strokes ImagePaint.use_stencil_layer -> use_stencil_layer: boolean Set the mask layer from the UV layer buttons ImageSequence.convert_float -> use_float: boolean Convert input to float data -ImageSequence.de_interlace -> use_de_interlace: boolean For video movies to remove fields +ImageSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields ImageSequence.flip_x -> use_flip_x: boolean Flip on the X axis ImageSequence.flip_y -> use_flip_y: boolean Flip on the Y axis ImageSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha @@ -414,7 +414,7 @@ KeyMap.children_expanded -> show_expanded_children: boolean Children expan KeyMap.items_expanded -> show_expanded_items: boolean Expanded in the user interface TODO would use is_ * KeyMap.modal -> modal: boolean, (read-only) Indicates that a keymap is used for translate modal events for an operator KeyMap.user_defined -> use_user_defined: boolean Keymap is defined by the user -KeyMapItem.active -> use_active: boolean Activate or deactivate item +KeyMapItem.active -> active: boolean Activate or deactivate item TODO would use is_pressed * KeyMapItem.alt -> alt: boolean Alt key pressed TODO would use is_pressed * KeyMapItem.any -> any: boolean Any modifier keys pressed TODO would use is_pressed * KeyMapItem.ctrl -> ctrl: boolean Control key pressed @@ -422,9 +422,9 @@ KeyMapItem.expanded -> show_expanded: boolean Show key map event and prope TODO would use is_pressed * KeyMapItem.oskey -> oskey: boolean Operating system key pressed TODO would use is_pressed * KeyMapItem.shift -> shift: boolean Shift key pressed TODO * KeyboardSensor.all_keys -> all_keys: boolean Trigger this sensor on any keystroke -TODO would use is_ * Keyframe.selected -> selected: boolean Control point selection status -TODO would use is_ * Keyframe.selected_handle1 -> selected_handle1: boolean Handle 1 selection status -TODO would use is_ * Keyframe.selected_handle2 -> selected_handle2: boolean Handle 2 selection status +TODO would use is_ * Keyframe.selected -> select: boolean Control point selection status +TODO would use is_ * Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status +TODO would use is_ * Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status KeyingSet.absolute -> use_absolute: boolean Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info) KeyingSet.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves KeyingSet.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms' @@ -436,13 +436,13 @@ KeyingSetPath.entire_array -> use_entire_array: boolean When an 'array/vec KeyingSetPath.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves KeyingSetPath.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms' KeyingSetPath.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis -KinematicConstraint.pos_lock_x -> use_lock_pos_x: boolean Constraint position along X axis -KinematicConstraint.pos_lock_y -> use_lock_pos_y: boolean Constraint position along Y axis -KinematicConstraint.pos_lock_z -> use_lock_pos_z: boolean Constraint position along Z axis -KinematicConstraint.rot_lock_x -> use_lock_rot_x: boolean Constraint rotation along X axis -KinematicConstraint.rot_lock_y -> use_lock_rot_y: boolean Constraint rotation along Y axis -KinematicConstraint.rot_lock_z -> use_lock_rot_z: boolean Constraint rotation along Z axis -KinematicConstraint.use_position -> use_position: boolean Chain follows position of target +KinematicConstraint.pos_lock_x -> lock_location_x: boolean Constraint position along X axis +KinematicConstraint.pos_lock_y -> lock_location_y: boolean Constraint position along Y axis +KinematicConstraint.pos_lock_z -> lock_location_z: boolean Constraint position along Z axis +KinematicConstraint.rot_lock_x -> lock_rotation_x: boolean Constraint rotation along X axis +KinematicConstraint.rot_lock_y -> lock_rotation_y: boolean Constraint rotation along Y axis +KinematicConstraint.rot_lock_z -> lock_rotation_z: boolean Constraint rotation along Z axis +KinematicConstraint.use_position -> use_location: boolean Chain follows position of target KinematicConstraint.use_rotation -> use_rotation: boolean Chain follows rotation of target KinematicConstraint.use_stretch -> use_stretch: boolean Enable IK Stretching KinematicConstraint.use_tail -> use_tail: boolean Include bone's tail as last element in chain @@ -457,23 +457,23 @@ LampTextureSlot.map_color -> use_map_color: boolean Lets the texture affec LampTextureSlot.map_shadow -> use_map_shadow: boolean Lets the texture affect the shadow color of the lamp Lattice.outside -> use_outside: boolean Only draw, and take into account, the outer vertices LimitLocationConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well -LimitLocationConstraint.use_maximum_x -> use_maximum_x: boolean Use the maximum X value -LimitLocationConstraint.use_maximum_y -> use_maximum_y: boolean Use the maximum Y value -LimitLocationConstraint.use_maximum_z -> use_maximum_z: boolean Use the maximum Z value -LimitLocationConstraint.use_minimum_x -> use_minimum_x: boolean Use the minimum X value -LimitLocationConstraint.use_minimum_y -> use_minimum_y: boolean Use the minimum Y value -LimitLocationConstraint.use_minimum_z -> use_minimum_z: boolean Use the minimum Z value +LimitLocationConstraint.use_maximum_x -> use_x_max: boolean Use the maximum X value +LimitLocationConstraint.use_maximum_y -> use_y_max: boolean Use the maximum Y value +LimitLocationConstraint.use_maximum_z -> use_z_max: boolean Use the maximum Z value +LimitLocationConstraint.use_minimum_x -> use_x_min: boolean Use the minimum X value +LimitLocationConstraint.use_minimum_y -> use_y_min: boolean Use the minimum Y value +LimitLocationConstraint.use_minimum_z -> use_z_min: boolean Use the minimum Z value LimitRotationConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well -LimitRotationConstraint.use_limit_x -> use_limit_x: boolean Use the minimum X value -LimitRotationConstraint.use_limit_y -> use_limit_y: boolean Use the minimum Y value -LimitRotationConstraint.use_limit_z -> use_limit_z: boolean Use the minimum Z value +LimitRotationConstraint.use_limit_x -> use_x_limit: boolean Use the minimum X value +LimitRotationConstraint.use_limit_y -> use_y_limit: boolean Use the minimum Y value +LimitRotationConstraint.use_limit_z -> use_z_limit: boolean Use the minimum Z value LimitScaleConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well -LimitScaleConstraint.use_maximum_x -> use_maximum_x: boolean Use the maximum X value -LimitScaleConstraint.use_maximum_y -> use_maximum_y: boolean Use the maximum Y value -LimitScaleConstraint.use_maximum_z -> use_maximum_z: boolean Use the maximum Z value -LimitScaleConstraint.use_minimum_x -> use_minimum_x: boolean Use the minimum X value -LimitScaleConstraint.use_minimum_y -> use_minimum_y: boolean Use the minimum Y value -LimitScaleConstraint.use_minimum_z -> use_minimum_z: boolean Use the minimum Z value +LimitScaleConstraint.use_maximum_x -> use_x_max: boolean Use the maximum X value +LimitScaleConstraint.use_maximum_y -> use_y_max: boolean Use the maximum Y value +LimitScaleConstraint.use_maximum_z -> use_z_max: boolean Use the maximum Z value +LimitScaleConstraint.use_minimum_x -> use_x_min: boolean Use the minimum X value +LimitScaleConstraint.use_minimum_y -> use_y_min: boolean Use the minimum Y value +LimitScaleConstraint.use_minimum_z -> use_z_min: boolean Use the minimum Z value Main.debug -> show_debug: boolean Print debugging information in console Main.file_is_saved -> is_saved: boolean, (read-only) Has the current session been saved to disk as a .blend file TODO * MaskModifier.invert -> invert: boolean Use vertices that are not part of region defined @@ -537,8 +537,8 @@ MaterialTextureSlot.map_hardness -> use_map_hardness: boolean Causes the t MaterialTextureSlot.map_mirror -> use_map_mirror: boolean Causes the texture to affect the mirror color MaterialTextureSlot.map_normal -> use_map_normal: boolean Causes the texture to affect the rendered normal MaterialTextureSlot.map_raymir -> use_map_raymir: boolean Causes the texture to affect the ray-mirror value -MaterialTextureSlot.map_reflection -> use_map_reflection: boolean Causes the texture to affect the reflected light's brightness -MaterialTextureSlot.map_scattering -> use_map_scattering: boolean Causes the texture to affect the volume's scattering +MaterialTextureSlot.map_reflection -> use_map_reflect: boolean Causes the texture to affect the reflected light's brightness +MaterialTextureSlot.map_scattering -> use_map_scatter: boolean Causes the texture to affect the volume's scattering MaterialTextureSlot.map_specular -> use_map_specular: boolean Causes the texture to affect the value of specular reflectivity MaterialTextureSlot.map_translucency -> use_map_translucency: boolean Causes the texture to affect the translucency value MaterialTextureSlot.map_warp -> use_map_warp: boolean Let the texture warp texture coordinates of next channels @@ -564,20 +564,20 @@ Mesh.use_mirror_topology -> use_mirror_topology: boolean Use topology base Mesh.use_mirror_x -> use_mirror_x: boolean X Axis mirror editing Mesh.use_paint_mask -> use_paint_mask: boolean Face selection masking for painting Mesh.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render -MeshColorLayer.active -> use_active: boolean Sets the layer as active for display and editing -MeshColorLayer.active_render -> use_active_render: boolean Sets the layer as active for rendering +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.invert -> invert: 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 -TODO * MeshEdge.hidden -> hidden: boolean +TODO * MeshEdge.hidden -> hide: boolean MeshEdge.loose -> use_loose: boolean, (read-only) Loose edge MeshEdge.seam -> use_seam: boolean Seam edge for UV unwrapping -TODO * MeshEdge.selected -> selected: boolean +TODO * MeshEdge.selected -> select: boolean MeshEdge.sharp -> use_sharp: boolean Sharp edge for the EdgeSplit modifier -TODO would use is_ * MeshFace.hidden -> hidden: boolean -TODO would use is_ * MeshFace.selected -> selected: boolean -TODO would use is_ * MeshFace.smooth -> smooth: boolean +TODO would use is_ * MeshFace.hidden -> hide: boolean +TODO would use is_ * MeshFace.selected -> select: boolean +TODO would use is_ * MeshFace.smooth -> use_smooth: boolean 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.collision -> use_collision: boolean Use face for collision and ray-sensor detection @@ -590,16 +590,16 @@ MeshTextureFace.shared -> use_blend_shared: boolean Blend vertex colors ac MeshTextureFace.tex -> use_render_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 -> use_uv_pinned: boolean -MeshTextureFace.uv_selected -> use_uv_selected: boolean +MeshTextureFace.uv_pinned -> uv_pin: boolean +MeshTextureFace.uv_selected -> uv_select: boolean TODO * MeshTextureFaceLayer.active -> active: boolean Sets the layer as active for display and editing TODO * MeshTextureFaceLayer.active_clone -> active_clone: boolean Sets the layer as active for cloning TODO * MeshTextureFaceLayer.active_render -> active_render: boolean Sets the layer as active for rendering -TODO * MeshVertex.hidden -> hidden: boolean -TODO would use is_ * MeshVertex.selected -> selected: boolean +TODO * MeshVertex.hidden -> hide: boolean +TODO would use is_ * MeshVertex.selected -> select: boolean MetaBall.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object TODO * MetaElement.hide -> hide: boolean Hide element -TODO would use is_ * MetaElement.negative -> negative: boolean Set metaball as negative one +TODO would use is_ * MetaElement.negative -> use_negative: boolean Set metaball as negative one MetaSequence.convert_float -> use_convert_float: boolean Convert input to float data MetaSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields MetaSequence.flip_x -> use_flip_x: boolean Flip on the X axis @@ -626,7 +626,7 @@ Modifier.realtime -> show_realtime: boolean Realtime display of a modifier Modifier.render -> use_render: boolean Use modifier during rendering TODO * MotionPath.editing -> editing: boolean Path is being edited TODO * MotionPath.use_bone_head -> use_bone_head: boolean, (read-only) For PoseBone paths, use the bone head location when calculating this path -TODO would use is_ * MotionPathVert.selected -> selected: boolean Path point is selected for editing +TODO would use is_ * MotionPathVert.selected -> select: boolean Path point is selected for editing MovieSequence.convert_float -> use_convert_float: boolean Convert input to float data MovieSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields MovieSequence.flip_x -> use_flip_x: boolean Flip on the X axis @@ -662,14 +662,14 @@ TODO I'd use is_ * NlaStrip.active -> active: boolean, (read-only) NLA Str NlaStrip.animated_influence -> use_animated_influence: boolean Influence setting is controlled by an F-Curve rather than automatically determined NlaStrip.animated_time -> use_animated_time: boolean Strip time is controlled by an F-Curve rather than automatically determined NlaStrip.animated_time_cyclic -> use_animated_time_cyclic: boolean Cycle the animated time within the action start & end -NlaStrip.auto_blending -> use_auto_blending: boolean Number of frames for Blending In/Out is automatically determined from overlapping strips +NlaStrip.auto_blending -> use_auto_blend: boolean Number of frames for Blending In/Out is automatically determined from overlapping strips TODO I'd use is_ * NlaStrip.muted -> muted: boolean NLA Strip is not evaluated TODO I'd use is_ * NlaStrip.reversed -> reversed: boolean NLA Strip is played back in reverse order (only when timing is automatically determined) -TODO I'd use is_ * NlaStrip.selected -> selected: boolean NLA Strip is selected +TODO I'd use is_ * NlaStrip.selected -> select: boolean NLA Strip is selected TODO I'd use is_ * NlaTrack.active -> active: boolean, (read-only) NLA Track is active -TODO I'd use is_ * NlaTrack.locked -> locked: boolean NLA Track is locked +TODO I'd use is_ * NlaTrack.locked -> lock: boolean NLA Track is locked TODO I'd use is_ * NlaTrack.muted -> muted: boolean NLA Track is not evaluated -TODO I'd use is_ * NlaTrack.selected -> selected: boolean NLA Track is selected +TODO I'd use is_ * NlaTrack.selected -> select: boolean NLA Track is selected NlaTrack.solo -> is_solo: boolean, (read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled) Object.draw_axis -> show_axis: boolean Displays the object's origin and axis Object.draw_bounds -> show_bounds: boolean Displays the object's bounds @@ -677,7 +677,7 @@ Object.draw_name -> show_name: boolean Displays the object's name Object.draw_texture_space -> show_texture_space: boolean Displays the object's texture space 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 -TODO * Object.duplis_used -> is_duplis_used: boolean, (read-only) +TODO * Object.duplis_used -> is_duplis_used: boolean, (read-only) TODO * 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 @@ -687,7 +687,7 @@ Object.lock_scale -> lock_scale: boolean Lock editing of scale in the inte TODO * Object.restrict_render -> use_limit_render: boolean Restrict renderability TODO * Object.restrict_select -> use_limit_select: boolean Restrict selection in the viewport TODO * Object.restrict_view -> use_limit_view: boolean Restrict visibility in the viewport -TODO * Object.selected -> selected: boolean Object selection state +TODO * Object.selected -> select: boolean Object selection state Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean Apply shape keys in edit mode (for Meshes only) Object.shape_key_lock -> show_shape_key: boolean Always show the current Shape for this Object Object.slow_parent -> use_slow_parent: boolean Create a delay in the parent relationship @@ -710,23 +710,23 @@ TODO * ObjectActuator.servo_limit_x -> use_limit_servo_x: boolean Set lim TODO * ObjectActuator.servo_limit_y -> use_limit_servo_y: boolean Set limit to force along the Y axis TODO * ObjectActuator.servo_limit_z -> use_limit_servo_z: boolean Set limit to force along the Z axis TODO * ObjectBase.layers -> layers: boolean Layers the object base is on -TODO * ObjectBase.selected -> selected: boolean Object base selection state -TODO * ObjectBase.selected_user -> is_selected_user: boolean, (read-only) Object base user selection state, used to restore user selection after transformations -TODO could be is_ * ObstacleFluidSettings.active -> use_active: boolean Object contributes to the fluid simulation +TODO * ObjectBase.selected -> select: boolean Object base selection state +TODO * ObjectBase.selected_user -> is_select_user: boolean, (read-only) Object base user selection state, used to restore user selection after transformations +TODO could be is_ * ObstacleFluidSettings.active -> active: boolean Object contributes to the fluid simulation ObstacleFluidSettings.export_animated_mesh -> use_export_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 TODO * Operator.has_reports -> has_reports: boolean, (read-only) Operator has a set of reports (warnings and errors) from last execution -OperatorStrokeElement.flip -> use_flip: boolean -OutflowFluidSettings.active -> use_active: boolean Object contributes to the fluid simulation +OperatorStrokeElement.flip -> use_flip: boolean +OutflowFluidSettings.active -> active: boolean Object contributes to the fluid simulation OutflowFluidSettings.export_animated_mesh -> use_export_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 Paint.fast_navigate -> show_low_resolution: boolean For multires, show low resolution while navigating the view -Paint.show_brush -> show_brush: boolean -TODO * Panel.bl_default_closed -> bl_default_closed: boolean -TODO * Panel.bl_show_header -> bl_show_header: boolean +Paint.show_brush -> show_brush: boolean +TODO * Panel.bl_default_closed -> bl_default_closed: boolean +TODO * Panel.bl_show_header -> bl_show_header: boolean ParentActuator.compound -> use_compound: boolean Add this object shape to the parent shape (only if the parent shape is already compound) ParentActuator.ghost -> use_ghost: boolean Make this object ghost while parented (only if not compound) -TODO * Particle.no_disp -> no_disp: boolean -TODO * Particle.rekey -> rekey: boolean -TODO * Particle.unexist -> unexist: boolean +TODO * Particle.no_disp -> no_disp: boolean +TODO * Particle.rekey -> rekey: boolean +TODO * Particle.unexist -> unexist: boolean ParticleBrush.use_puff_volume -> use_puff_volume: boolean Apply puff to unselected end-points, (helps maintain hair volume when puffing root) ParticleEdit.add_interpolate -> use_add_interpolate: boolean Interpolate new particles from the existing ones ParticleEdit.auto_velocity -> use_auto_velocity: boolean Calculate point velocities automatically @@ -754,8 +754,8 @@ ParticleSettings.billboard_lock -> lock_billboard: boolean Lock the billbo ParticleSettings.boids_2d -> lock_boids_to_surface: boolean Constrain boids to a surface ParticleSettings.branching -> use_branching: boolean Branch child paths from each other ParticleSettings.child_effector -> use_child_effector: boolean Apply effectors to children -ParticleSettings.child_guide -> use_child_guide: boolean -ParticleSettings.child_render -> use_child_render: boolean +ParticleSettings.child_guide -> use_child_guide: boolean +ParticleSettings.child_render -> use_child_render: boolean ParticleSettings.die_on_collision -> use_die_on_collision: boolean Particles die when they collide with a deflector object ParticleSettings.died -> show_died: boolean Show particles after they have died ParticleSettings.draw_health -> show_health: boolean Draw boid health @@ -764,7 +764,7 @@ ParticleSettings.enable_simplify -> use_simplify: boolean Remove child str ParticleSettings.even_distribution -> use_even_distribution: boolean Use even distribution from faces based on face areas or edge lengths ParticleSettings.grid_invert -> invert_grid: boolean Invert what is considered object and what is not ParticleSettings.hair_bspline -> use_hair_bspline: boolean Interpolate hair using B-Splines -TODO * ParticleSettings.hair_geometry -> hair_geometry: boolean +TODO * ParticleSettings.hair_geometry -> hair_geometry: boolean ParticleSettings.material_color -> show_material_color: boolean Draw particles using material's diffuse color ParticleSettings.num -> use_number: boolean Show particle number ParticleSettings.parent -> use_parent: boolean Render parent particles @@ -785,7 +785,7 @@ ParticleSettings.use_global_dupli -> use_global_dupli: boolean Use object' ParticleSettings.use_group_count -> use_group_count: boolean Use object multiple times in the same group ParticleSettings.velocity -> show_velocity: boolean Show particle velocity ParticleSettings.velocity_length -> use_velocity_length: boolean Multiply line length by particle speed -TODO * ParticleSettings.viewport -> viewport: boolean +TODO * ParticleSettings.viewport -> viewport: boolean ParticleSettings.whole_group -> use_whole_group: boolean Use whole group at once ParticleSystem.editable -> is_editable: boolean, (read-only) Particle system can be edited in particle mode ParticleSystem.edited -> is_edited: boolean, (read-only) Particle system has been edited in particle mode @@ -805,14 +805,14 @@ ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughnes ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size: boolean Negate the effect of the size vertex group ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent: boolean Negate the effect of the tangent vertex group ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity: boolean Negate the effect of the velocity vertex group -TODO * ParticleTarget.valid -> valid: boolean Keyed particles target is valid -PivotConstraint.use_relative_position -> use_relative_position: boolean Offset will be an absolute point in space instead of relative to the target -PointCache.baked -> is_baked: boolean, (read-only) -TODO * PointCache.baking -> baking: boolean, (read-only) +TODO * ParticleTarget.valid -> is_valid: boolean Keyed particles target is valid +PivotConstraint.use_relative_position -> use_relative_location: boolean Offset will be an absolute point in space instead of relative to the target +PointCache.baked -> is_baked: boolean, (read-only) +TODO * PointCache.baking -> 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 -TODO * PointCache.frames_skipped -> frames_skipped: boolean, (read-only) -PointCache.outdated -> is_outdated: boolean, (read-only) +TODO * PointCache.frames_skipped -> frames_skipped: 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. PointDensity.turbulence -> use_turbulence: boolean Add directed noise to the density at render-time @@ -833,7 +833,7 @@ PoseBone.lock_rotation -> lock_rotation: boolean Lock editing of rotation 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 -TODO * PoseBone.selected -> selected: boolean +TODO * PoseBone.selected -> select: boolean PoseTemplateSettings.generate_def_rig -> use_generate_def_rig: boolean Create a copy of the metarig, constrainted by the generated rig Property.is_never_none -> is_never_none: boolean, (read-only) True when this value can't be set to None Property.is_readonly -> is_readonly: boolean, (read-only) Property is editable through RNA @@ -849,8 +849,8 @@ RaySensor.x_ray_mode -> use_x_ray_mode: boolean Toggle X-Ray option (see t RegionView3D.box_clip -> use_box_clip: boolean Clip objects based on what's visible in other side views RegionView3D.box_preview -> show_synced_view: boolean Sync view position between side views RegionView3D.lock_rotation -> lock_rotation: boolean Lock view rotation in side views -TODO * RenderEngine.bl_postprocess -> use_bl_postprocess: boolean -TODO * RenderEngine.bl_preview -> use_bl_preview: boolean +TODO * RenderEngine.bl_postprocess -> use_bl_postprocess: boolean +TODO * RenderEngine.bl_preview -> use_bl_preview: boolean TODO * RenderLayer.all_z -> all_z: boolean, (read-only) Fill in Z values for solid faces in invisible layers, for masking TODO * RenderLayer.edge -> edge: boolean, (read-only) Render Edge-enhance in this Layer (only works for Solid faces) TODO * RenderLayer.enabled -> enabled: boolean, (read-only) Disable or enable the render layer @@ -936,10 +936,10 @@ RenderSettings.use_local_coords -> use_local_coords: boolean Vertex coordi RenderSettings.use_overwrite -> use_overwrite: boolean Overwrite existing files while rendering RenderSettings.use_placeholder -> use_placeholder: boolean Create empty placeholder files while rendering frames (similar to Unix 'touch') RenderSettings.use_radiosity -> use_radiosity: boolean Calculate radiosity in a pre-process before rendering -RenderSettings.use_raytracing -> use_raytracing: boolean Pre-calculate the raytrace accelerator and render raytracing effects +RenderSettings.use_raytracing -> use_raytrace: boolean Pre-calculate the raytrace accelerator and render raytracing effects RenderSettings.use_sequencer -> use_sequencer: boolean Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips exist -RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview: boolean -RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean +RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview: boolean +RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean RenderSettings.use_shadows -> use_shadows: boolean Calculate shadows while rendering RenderSettings.use_simplify -> use_simplify: boolean Enable simplification of scene for quicker preview renders RenderSettings.use_sss -> use_sss: boolean Calculate sub-surface scattering in materials rendering @@ -1045,20 +1045,20 @@ Sensor.pulse_false_level -> use_pulse_false_level: boolean Activate FALSE 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 TODO * Sequence.frame_locked -> frame_locked: boolean Lock the animation curve to the global frame counter -TODO * Sequence.left_handle_selected -> left_handle_selected: boolean +TODO * Sequence.left_handle_selected -> select_left_handle: boolean TODO * Sequence.lock -> lock: boolean Lock strip so that it can't be transformed -TODO * Sequence.mute -> mute: boolean -TODO * Sequence.right_handle_selected -> right_handle_selected: boolean -TODO * Sequence.selected -> selected: boolean +TODO * Sequence.mute -> mute: boolean +TODO * Sequence.right_handle_selected -> select_right_handle: boolean +TODO * Sequence.selected -> select: boolean TODO * Sequence.use_effect_default_fade -> use_effect_default_fade: boolean Fade effect using the built-in default (usually make transition as long as effect strip) -SequenceColorBalance.inverse_gain -> invert_gain: boolean -SequenceColorBalance.inverse_gamma -> invert_gamma: boolean -SequenceColorBalance.inverse_lift -> invert_lift: boolean +SequenceColorBalance.inverse_gain -> invert_gain: boolean +SequenceColorBalance.inverse_gamma -> invert_gamma: boolean +SequenceColorBalance.inverse_lift -> invert_lift: boolean ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal ShaderNodeExtendedMaterial.specular -> use_specular: boolean Material Node outputs Specular -ShaderNodeMapping.clamp_maximum -> use_clamp_to_maximum: boolean Clamp the output coordinate to a maximum value -ShaderNodeMapping.clamp_minimum -> use_clamp_to_minimum: boolean Clamp the output coordinate to a minimum value +ShaderNodeMapping.clamp_maximum -> use_clamp_to_max: boolean Clamp the output coordinate to a maximum value +ShaderNodeMapping.clamp_minimum -> use_clamp_to_min: boolean Clamp the output coordinate to a minimum value ShaderNodeMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse ShaderNodeMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal ShaderNodeMaterial.specular -> use_specular: boolean Material Node outputs Specular @@ -1070,14 +1070,14 @@ TODO see below* ShrinkwrapConstraint.use_y -> use_y: boolean Projection ov TODO see below* ShrinkwrapConstraint.use_z -> use_z: boolean Projection over Z Axis ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces: boolean Stop vertices from projecting to a back face on the target ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces: boolean Stop vertices from projecting to a front face on the target -ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean +ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean TODO * ShrinkwrapModifier.negative -> negative: boolean Allow vertices to move in the negative direction of axis TODO * ShrinkwrapModifier.positive -> positive: boolean Allow vertices to move in the positive direction of axis -ShrinkwrapModifier.x -> use_x: boolean -ShrinkwrapModifier.y -> use_y: boolean -ShrinkwrapModifier.z -> use_z: boolean -SimpleDeformModifier.lock_x_axis -> lock_axis_x: boolean -SimpleDeformModifier.lock_y_axis -> lock_axis_y: boolean +ShrinkwrapModifier.x -> use_x: boolean +ShrinkwrapModifier.y -> use_y: boolean +ShrinkwrapModifier.z -> use_z: boolean +SimpleDeformModifier.lock_x_axis -> lock_axis_x: boolean +SimpleDeformModifier.lock_y_axis -> lock_axis_y: boolean SimpleDeformModifier.relative -> use_relative: boolean Sets the origin of deform space to be relative to the object SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke: boolean Enable smoke to disappear over time SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log: boolean Using 1/x @@ -1085,9 +1085,9 @@ SmokeDomainSettings.highres -> use_highres: boolean Enable high resolution SmokeDomainSettings.initial_velocity -> use_initial_velocity: boolean Smoke inherits it's velocity from the emitter particle SmokeDomainSettings.viewhighres -> show_highres: boolean Show high resolution (using amplification) NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean Deletes smoke from simulation -SmoothModifier.x -> use_x: boolean -SmoothModifier.y -> use_y: boolean -SmoothModifier.z -> use_z: boolean +SmoothModifier.x -> use_x: boolean +SmoothModifier.y -> use_y: boolean +SmoothModifier.z -> use_z: boolean SoftBodySettings.auto_step -> use_auto_step: boolean Use velocities for automagic step sizes SoftBodySettings.diagnose -> use_diagnose: boolean Turn on SB diagnose console prints SoftBodySettings.edge_collision -> use_edge_collision: boolean Edges collide too @@ -1103,7 +1103,7 @@ SolidifyModifier.use_even_offset -> use_even_offset: boolean Maintain thic SolidifyModifier.use_quality_normals -> use_quality_normals: boolean Calculate normals which result in more even thickness (slow, disable when not needed) SolidifyModifier.use_rim -> use_rim: boolean Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed) SolidifyModifier.use_rim_material -> use_rim_material: boolean Use in the next material for rim faces -Sound.caching -> use_ram_caching: boolean The sound file is decoded and loaded into RAM +Sound.caching -> use_ram_cache: boolean The sound file is decoded and loaded into RAM SoundActuator.enable_sound_3d -> use_sound_3d: boolean Enable/Disable 3D Sound SpaceConsole.show_report_debug -> show_report_debug: boolean Display debug reporting info SpaceConsole.show_report_error -> show_report_error: boolean Display error text @@ -1127,7 +1127,7 @@ SpaceGraphEditor.show_handles -> show_handles: boolean Show handles of Bez SpaceGraphEditor.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames SpaceGraphEditor.show_sliders -> show_sliders: boolean Show sliders beside F-Curve channels SpaceImageEditor.draw_repeated -> show_repeated: boolean Draw the image repeated outside of the main view -SpaceImageEditor.image_painting -> use_image_painting: boolean Enable image painting mode +SpaceImageEditor.image_painting -> use_image_paint: boolean Enable image painting mode SpaceImageEditor.image_pin -> show_image_pin: boolean Display current image regardless of object selection SpaceImageEditor.show_paint -> show_paint: boolean, (read-only) Show paint related properties SpaceImageEditor.show_render -> show_render: boolean, (read-only) Show render related properties @@ -1169,13 +1169,13 @@ SpaceTextEditor.overwrite -> use_overwrite: boolean Overwrite characters w SpaceTextEditor.syntax_highlight -> use_syntax_highlight: boolean Syntax highlight for scripting SpaceTextEditor.word_wrap -> use_word_wrap: boolean Wrap words if there is not enough horizontal space SpaceTimeline.only_selected -> use_only_selected: boolean Show keyframes for active Object and/or its selected channels only -SpaceTimeline.play_all_3d -> use_play_all_3d: boolean -SpaceTimeline.play_anim -> use_play_anim: boolean -SpaceTimeline.play_buttons -> use_play_buttons: boolean -SpaceTimeline.play_image -> use_play_image: boolean -SpaceTimeline.play_nodes -> use_play_nodes: boolean -SpaceTimeline.play_sequencer -> use_play_sequencer: boolean -SpaceTimeline.play_top_left -> use_play_top_left: boolean +SpaceTimeline.play_all_3d -> use_play_all_3d: boolean +SpaceTimeline.play_anim -> use_play_anim: boolean +SpaceTimeline.play_buttons -> use_play_buttons: boolean +SpaceTimeline.play_image -> use_play_image: boolean +SpaceTimeline.play_nodes -> use_play_nodes: boolean +SpaceTimeline.play_sequencer -> use_play_sequencer: boolean +SpaceTimeline.play_top_left -> use_play_top_left: boolean SpaceTimeline.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds: boolean Constraint to stay within the image bounds while editing SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean Draw edges after modifiers are applied @@ -1203,10 +1203,10 @@ 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 -TODO * SpaceView3D.used_layers -> used_layers: boolean, (read-only) Layers that contain something +TODO * 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_blending: boolean Blend two frames into the target for a smoother result +SpeedControlSequence.frame_blending -> use_frame_blend: boolean Blend two frames into the target for a smoother result Spline.bezier_u -> use_bezier_u: boolean Make this nurbs curve or surface act like a bezier spline in the U direction (Order U must be 3 or 4, Cyclic U must be disabled) Spline.bezier_v -> use_bezier_v: boolean Make this nurbs surface act like a bezier spline in the V direction (Order V must be 3 or 4, Cyclic V must be disabled) Spline.cyclic_u -> use_cyclic_u: boolean Make this curve or surface a closed loop in the U direction @@ -1219,8 +1219,8 @@ SplineIKConstraint.chain_offset -> use_chain_offset: boolean Offset the en TODO * SplineIKConstraint.even_divisions -> use_even_divisions: boolean Ignore the relative lengths of the bones when fitting to the curve 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 SplineIKConstraint.y_stretch -> use_y_stretch: boolean Stretch the Y axis of the bones to fit the curve -TODO * SplinePoint.hidden -> hidden: boolean Visibility status -TODO * SplinePoint.selected -> selected: boolean Selection status +TODO * SplinePoint.hidden -> hide: boolean Visibility status +TODO * SplinePoint.selected -> select_control_point: boolean Selection status SpotLamp.auto_clip_end -> use_auto_clip_end: boolean Automatic calculation of clipping-end, based on visible vertices SpotLamp.auto_clip_start -> use_auto_clip_start: boolean Automatic calculation of clipping-start, based on visible vertices SpotLamp.halo -> use_halo: boolean Renders spotlight with a volumetric halo (Buffer Shadows) @@ -1229,25 +1229,25 @@ SpotLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects 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 -TODO * StateActuator.state -> state: boolean +TODO * StateActuator.state -> state: boolean SubsurfModifier.optimal_display -> show_optimal: boolean Skip drawing/rendering of interior subdivided edges SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean Use subsurf to subdivide UVs SunLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects SunLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows SurfaceCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box SurfaceCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render -TexMapping.has_maximum -> use_clip_to_maximum: boolean Whether to use maximum clipping value -TexMapping.has_minimum -> use_clip_to_minimum: boolean Whether to use minimum clipping value +TexMapping.has_maximum -> use_clip_to_max: boolean Whether to use maximum clipping value +TexMapping.has_minimum -> use_clip_to_min: boolean Whether to use minimum clipping value Text.dirty -> is_dirty: boolean, (read-only) Text file has been edited since last save Text.memory -> is_in_memory: boolean, (read-only) Text file is in memory, without a corresponding file on disk Text.modified -> is_modified: boolean, (read-only) Text file on disk is different than the one in memory Text.tabs_as_spaces -> use_tabs_as_spaces: boolean Automatically converts all new tabs into spaces Text.use_module -> use_module: boolean Register this text as a module on loading, Text name must end with '.py' -TextCharacterFormat.bold -> use_bold: boolean -TextCharacterFormat.italic -> use_italic: boolean -TextCharacterFormat.style -> use_style: boolean -TextCharacterFormat.underline -> use_underline: boolean -TextCharacterFormat.wrap -> use_wrap: boolean +TextCharacterFormat.bold -> use_bold: boolean +TextCharacterFormat.italic -> use_italic: boolean +TextCharacterFormat.style -> use_style: boolean +TextCharacterFormat.underline -> use_underline: boolean +TextCharacterFormat.wrap -> use_wrap: boolean TextCurve.fast -> use_fast_editing: boolean Don't fill polygons while editing TextCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box TextCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render @@ -1261,8 +1261,8 @@ TextureSlot.negate -> use_negate: boolean Inverts the values of the textur 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 ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean Allow the use of colors indicating constraints/keyed status -ThemeWidgetColors.shaded -> show_shaded: boolean -TODO * TimelineMarker.selected -> selected: boolean Marker selection state +ThemeWidgetColors.shaded -> show_shaded: boolean +TODO * TimelineMarker.selected -> select: boolean Marker selection state ToolSettings.auto_normalize -> use_auto_normalize: boolean Ensure all bone-deforming vertex groups add up to 1.0 while weight painting ToolSettings.automerge_editing -> use_automerge_editing: boolean Automatically merge vertices moved to the same location ToolSettings.bone_sketching -> use_bone_sketching: boolean DOC BROKEN @@ -1276,13 +1276,13 @@ ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean Align ToolSettings.snap_peel_object -> use_snap_peel_object: boolean Consider objects as whole when finding volume center ToolSettings.snap_project -> use_snap_project: boolean Project vertices on the surface of other objects ToolSettings.use_auto_keying -> use_keyframe_insert_auto: boolean Automatic keyframe insertion for Objects and Bones -TODO * ToolSettings.uv_local_view -> showonly_uv_local_view: boolean Draw only faces with the currently displayed image assigned +TODO * ToolSettings.uv_local_view -> show_only_uv_local_view: boolean Draw only faces with the currently displayed image assigned ToolSettings.uv_sync_selection -> use_uv_sync_selection: boolean Keep UV and edit mode mesh selection in sync TrackToConstraint.target_z -> use_target_z: boolean Target's Z axis, not World Z axis, will constraint the Up direction TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean Extrapolate ranges TransformSequence.uniform_scale -> use_uniform_scale: boolean Scale uniformly, preserving aspect ratio -UILayout.active -> active: boolean -UILayout.enabled -> enabled: boolean +UILayout.active -> active: boolean +UILayout.enabled -> enabled: boolean UVProjectModifier.override_image -> show_override_image: boolean Override faces' current images with the given image UnitSettings.use_separate -> use_separate: boolean Display units in pairs UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_auto_available: boolean Automatic keyframe insertion in available curves @@ -1312,10 +1312,9 @@ UserPreferencesEdit.snap_translate -> use_snap_grid_translate: boolean Sna UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean Automatic keyframe insertion for Objects and Bones UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean Current frame number can be manually set to a negative value UserPreferencesEdit.use_visual_keying -> show_visual_keying: boolean Use Visual keying automatically for constrained objects - UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files: boolean Automatic saving of temporary files UserPreferencesFilePaths.compress_file -> use_file_compression: boolean Enable file compression when saving .blend files -UserPreferencesFilePaths.filter_file_extensions -> showonly_file_extensions: boolean Display only files with extensions in the image select window +UserPreferencesFilePaths.filter_file_extensions -> show_only_file_extensions: boolean Display only files with extensions in the image select window UserPreferencesFilePaths.hide_dot_files_datablocks -> show_dot_files_datablocks: boolean Hide files/datablocks that start with a dot(.*) UserPreferencesFilePaths.load_ui -> use_load_ui: boolean Load user interface setup when loading .blend files UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean Enables automatic saving of preview images in the .blend file @@ -1374,9 +1373,9 @@ WaveModifier.z_normal -> use_normal_z: boolean Enable displacement along t World.blend_sky -> use_sky_blend: boolean Render background with natural progression from horizon to zenith World.paper_sky -> use_sky_paper: boolean Flatten blend or texture coordinates World.real_sky -> use_sky_real: boolean Render background with a real horizon, relative to the camera angle -WorldLighting.falloff -> use_falloff: boolean -WorldLighting.pixel_cache -> use_ambient_occlusion_pixel_cache: boolean Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate) -WorldLighting.use_ambient_occlusion -> use_ambient_occlusion: boolean Use Ambient Occlusion to add shadowing based on distance between objects +WorldLighting.falloff -> use_falloff: boolean +WorldLighting.pixel_cache -> use_ao_pixel_cache: boolean Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate) +WorldLighting.use_ambient_occlusion -> use_ao: boolean Use Ambient Occlusion to add shadowing based on distance between objects WorldLighting.use_environment_lighting -> use_environment_lighting: boolean Add light coming from the environment WorldLighting.use_indirect_lighting -> use_indirect_lighting: boolean Add indirect light bouncing of surrounding objects WorldMistSettings.use_mist -> use_mist: boolean Occlude objects with the environment color as they are further away @@ -1384,4 +1383,4 @@ WorldStarsSettings.use_stars -> use_stars: boolean Enable starfield genera WorldTextureSlot.map_blend -> use_map_blend: boolean Affect the color progression of the background WorldTextureSlot.map_horizon -> use_map_horizon: boolean Affect the color of the horizon WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean Affect the color of the zenith below -WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean Affect the color of the zenith above +WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean Affect the color of the zenith above
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