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authorLuca Bonavita <mindrones@gmail.com>2010-06-28 19:29:18 +0400
committerLuca Bonavita <mindrones@gmail.com>2010-06-28 19:29:18 +0400
commitb082401e88dcca4a511f1064af8db66470c3d9c9 (patch)
treeb130e7a0ddfe2d78f30fb3ef9c70cdaa85136a4f /source
parentabf095e975dab059f4dd51de5ab818492bf829b3 (diff)
== rna cleanup script ==
- new folder rna_cleanup/ - moved na_api_cleanup.txt in rna_cleanup/ - rna_cleaner.py is a script to help cleaning rna names, pasting the help below for those interested Basically after you run this on a original file, the script produces 2 file .txt and .py that you can edit. You can skip to edit things liek "changed" or "same" or check if the "to" field is correct or not. When you re-run this script it will check these thigns and will produce a consistent output file again. Also, you can sort lines at will. $ ./rna_cleaner.py -h HELP: Run this script to re-format the edits you make in the input file. Do quick modification to important fields like 'to' and don't care about fields like 'changed' or 'description' and save. The script outputs 3 files: 1) *_clean.txt: is formatted same as the .txt input, can be edited by user. 2) *_clean.py: is formatted same as the .py input, can be edited by user. 3) rna_api.py is not formatted for readability and go under complete check. Can be used for rna cleanup. USAGE: ./rna_cleaner.py input-file (.txt|.py) order-priority (note|changed|class|from|to|kw). ./rna_cleaner.py -h for help
Diffstat (limited to 'source')
-rw-r--r--source/blender/makesrna/rna_cleanup/rna_api_cleanup.txt (renamed from source/blender/makesrna/rna_api_cleanup.txt)0
-rw-r--r--source/blender/makesrna/rna_cleanup/rna_booleans.txt1387
-rwxr-xr-xsource/blender/makesrna/rna_cleanup/rna_cleaner.py269
3 files changed, 1656 insertions, 0 deletions
diff --git a/source/blender/makesrna/rna_api_cleanup.txt b/source/blender/makesrna/rna_cleanup/rna_api_cleanup.txt
index 83f16e37f0b..83f16e37f0b 100644
--- a/source/blender/makesrna/rna_api_cleanup.txt
+++ b/source/blender/makesrna/rna_cleanup/rna_api_cleanup.txt
diff --git a/source/blender/makesrna/rna_cleanup/rna_booleans.txt b/source/blender/makesrna/rna_cleanup/rna_booleans.txt
new file mode 100644
index 00000000000..81530b5764e
--- /dev/null
+++ b/source/blender/makesrna/rna_cleanup/rna_booleans.txt
@@ -0,0 +1,1387 @@
+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
+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
+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.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
+Armature.deform_envelope -> use_deform_envelope: boolean Enable Bone Envelopes when defining deform
+Armature.deform_quaternion -> use_deform_quaternion: boolean Enable deform rotation with Quaternions
+Armature.deform_vertexgroups -> use_deform_vertexgroups: boolean Enable Vertex Groups when defining deform
+Armature.delay_deform -> use_deform_delay: boolean Don't deform children when manipulating bones in Pose Mode
+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.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.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
+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
+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
+BoidRuleFollowLeader.line -> use_line: boolean Follow leader in a line
+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.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.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
+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
+Brush.use_airbrush -> use_airbrush: boolean Keep applying paint effect while holding mouse (spray)
+Brush.use_alpha -> use_alpha: boolean When this is disabled, lock alpha while painting
+Brush.use_anchor -> use_anchor: boolean Keep the brush anchored to the initial location
+Brush.use_jitter_pressure -> use_jitter_pressure: boolean Enable tablet pressure sensitivity for jitter
+Brush.use_persistent -> use_persistent: boolean Sculpts on a persistent layer of the mesh
+Brush.use_rake -> use_rake: boolean Rotate the brush texture to match the stroke direction
+Brush.use_size_pressure -> use_size_pressure: boolean Enable tablet pressure sensitivity for size
+Brush.use_smooth_stroke -> use_smooth_stroke: boolean Brush lags behind mouse and follows a smoother path
+Brush.use_space -> use_space: boolean Limit brush application to the distance specified by spacing
+Brush.use_spacing_pressure -> use_spacing_pressure: boolean Enable tablet pressure sensitivity for spacing
+Brush.use_strength_pressure -> use_strength_pressure: boolean Enable tablet pressure sensitivity for strength
+Brush.use_wrap -> use_wrap: boolean Enable torus wrapping while painting
+BuildModifier.randomize -> use_random: boolean Randomize the faces or edges during build
+Camera.panorama -> use_panorama: boolean Render the scene with a cylindrical camera for pseudo-fisheye lens effects
+Camera.show_limits -> show_limits: boolean Draw the clipping range and focus point on the camera
+Camera.show_mist -> show_mist: boolean Draw a line from the Camera to indicate the mist area
+Camera.show_name -> show_name: boolean Show the active Camera's name in Camera view
+Camera.show_passepartout -> show_passepartout: boolean Show a darkened overlay outside the image area in Camera view
+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
+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
+ChildOfConstraint.use_rotation_x -> use_rotation_x: boolean Use X Rotation of Parent
+ChildOfConstraint.use_rotation_y -> use_rotation_y: boolean Use Y Rotation of Parent
+ChildOfConstraint.use_rotation_z -> use_rotation_z: boolean Use Z Rotation of Parent
+ChildOfConstraint.use_scale_x -> use_scale_x: boolean Use X Scale of Parent
+ChildOfConstraint.use_scale_y -> use_scale_y: boolean Use Y Scale of Parent
+ChildOfConstraint.use_scale_z -> use_scale_z: boolean Use Z Scale of Parent
+ClampToConstraint.cyclic -> use_cyclic: boolean Treat curve as cyclic curve (no clamping to curve bounding box
+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
+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
+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
+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
+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
+CompositorNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation
+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)
+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
+ConstraintActuator.force_distance -> use_force_distance: boolean Force distance of object to point of impact of ray
+ConstraintActuator.local -> use_local: boolean Set ray along object's axis or global axis
+ConstraintActuator.normal -> use_normal: boolean Set object axis along (local axis) or parallel (global axis) to the normal at hit position
+ConstraintActuator.persistent -> use_persistent: boolean Persistent actuator: stays active even if ray does not reach target
+ControlFluidSettings.active -> active: boolean Object contributes to the fluid simulation
+ControlFluidSettings.reverse_frames -> use_frame_reverse: boolean Reverse control object movement
+Controller.expanded -> show_expanded: boolean Set controller expanded in the user interface
+Controller.priority -> use_priority: boolean Mark controller for execution before all non-marked controllers (good for startup scripts)
+Controller.state -> state: boolean, (read-only) Set Controller state index (1 to 30)
+CopyLocationConstraint.invert_x -> invert_x: boolean Invert the X location
+CopyLocationConstraint.invert_y -> invert_y: boolean Invert the Y location
+CopyLocationConstraint.invert_z -> invert_z: boolean Invert the Z location
+CopyLocationConstraint.use_offset -> use_offset: boolean Add original location into copied location
+CopyLocationConstraint.use_x -> use_x: boolean Copy the target's X location
+CopyLocationConstraint.use_y -> use_y: boolean Copy the target's Y location
+CopyLocationConstraint.use_z -> use_z: boolean Copy the target's Z location
+CopyRotationConstraint.invert_x -> invert_x: boolean Invert the X rotation
+CopyRotationConstraint.invert_y -> invert_y: boolean Invert the Y rotation
+CopyRotationConstraint.invert_z -> invert_z: boolean Invert the Z rotation
+CopyRotationConstraint.use_offset -> use_offset: boolean Add original rotation into copied rotation
+CopyRotationConstraint.use_x -> use_x: boolean Copy the target's X rotation
+CopyRotationConstraint.use_y -> use_y: boolean Copy the target's Y rotation
+CopyRotationConstraint.use_z -> use_z: boolean Copy the target's Z rotation
+CopyScaleConstraint.use_offset -> use_offset: boolean Add original scale into copied scale
+CopyScaleConstraint.use_x -> use_x: boolean Copy the target's X scale
+CopyScaleConstraint.use_y -> use_y: boolean Copy the target's Y scale
+CopyScaleConstraint.use_z -> use_z: boolean Copy the target's Z scale
+Curve.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object
+Curve.back -> use_fill_back: boolean Draw filled back for extruded/beveled curves
+Curve.draw_handles -> show_handles: boolean Display bezier handles in editmode
+Curve.draw_normals -> show_normals: boolean Display 3D curve normals in editmode
+Curve.front -> use_fill_front: boolean Draw filled front for extruded/beveled curves
+Curve.map_along_length -> use_texture_map_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
+Curve.use_deform_fill -> use_fill_deform: boolean Fill curve after applying deformation
+Curve.use_path -> use_path: boolean Enable the curve to become a translation path
+Curve.use_path_follow -> use_path_follow: boolean Make curve path children to rotate along the path
+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
+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
+DomainFluidSettings.override_time -> use_time_override: boolean Use a custom start and end time (in seconds) instead of the scene's timeline
+DomainFluidSettings.reverse_frames -> use_frame_reverse: boolean Reverse fluid frames
+NEGATE * DopeSheet.collapse_summary -> show_expanded_summary: boolean Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only)
+DopeSheet.display_armature -> show_armature: boolean Include visualization of Armature related Animation data
+DopeSheet.display_camera -> show_camera: boolean Include visualization of Camera related Animation data
+DopeSheet.display_curve -> show_curve: boolean Include visualization of Curve related Animation data
+DopeSheet.display_lamp -> show_lamp: boolean Include visualization of Lamp related Animation data
+DopeSheet.display_material -> show_material: boolean Include visualization of Material related Animation data
+DopeSheet.display_mesh -> show_mesh: boolean Include visualization of Mesh related Animation data
+DopeSheet.display_metaball -> show_metaball: boolean Include visualization of Metaball related Animation data
+DopeSheet.display_node -> show_node: boolean Include visualization of Node related Animation data
+DopeSheet.display_particle -> show_particle: boolean Include visualization of Particle related Animation data
+DopeSheet.display_scene -> show_scene: boolean Include visualization of Scene related Animation data
+DopeSheet.display_shapekeys -> show_shapekeys: boolean Include visualization of ShapeKey related Animation data
+DopeSheet.display_summary -> show_summary: boolean Display an additional 'summary' line. (DopeSheet Editors only)
+DopeSheet.display_texture -> show_texture: boolean Include visualization of Texture related Animation data
+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
+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)
+EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean Split edges with high angle between faces
+EdgeSplitModifier.use_sharp -> use_edge_sharp: boolean Split edges that are marked as sharp
+EditBone.connected -> is_connected: boolean When bone has a parent, bone's head is struck to the parent's tail
+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.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.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
+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.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
+EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
+EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
+EffectSequence.reverse_frames -> use_frame_reverse: boolean Reverse frame order
+EffectSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
+EffectSequence.use_crop -> use_crop: boolean Crop image before processing
+EffectSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
+EffectSequence.use_translation -> use_translation: boolean Translate image before processing
+EffectorWeights.do_growing_hair -> 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.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
+Event.ctrl -> ctrl: boolean, (read-only) True when the Ctrl key is held
+Event.oskey -> oskey: boolean, (read-only) True when the Cmd key is held
+Event.shift -> shift: boolean, (read-only) True when the Shift key is held
+ExplodeModifier.alive -> show_alive: boolean Show mesh when particles are alive
+ExplodeModifier.dead -> show_dead: boolean Show mesh when particles are dead
+ExplodeModifier.size -> use_size: boolean Use particle size for the shrapnel
+ExplodeModifier.split_edges -> use_edge_split: boolean Split face edges for nicer shrapnel
+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.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
+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
+FModifier.muted -> use_mute: boolean F-Curve Modifier will not be evaluated
+FModifierFunctionGenerator.additive -> use_additive: boolean Values generated by this modifier are applied on top of the existing values instead of overwriting them
+FModifierGenerator.additive -> use_additive: boolean Values generated by this modifier are applied on top of the existing values instead of overwriting them
+FModifierLimits.use_maximum_x -> use_x_max: boolean Use the maximum X value
+FModifierLimits.use_maximum_y -> use_y_max: boolean Use the maximum Y value
+FModifierLimits.use_minimum_x -> use_x_min: boolean Use the minimum X value
+FModifierLimits.use_minimum_y -> use_y_min: boolean Use the minimum Y value
+FModifierStepped.use_frame_end -> use_frame_end: boolean Restrict modifier to only act before its 'end' frame
+FModifierStepped.use_frame_start -> use_frame_start: boolean Restrict modifier to only act after its 'start' frame
+FcurveActuator.add -> use_additive: boolean F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag
+FcurveActuator.child -> use_child: boolean Update F-Curve on all children Objects as well
+FcurveActuator.force -> use_force: boolean Apply F-Curve as a global or local force depending on the local option (dynamic objects only)
+FcurveActuator.local -> use_local: boolean Let the F-Curve act in local coordinates, used in Force and Add mode
+FieldSettings.do_absorption -> use_absorption: boolean Force gets absorbed by collision objects
+FieldSettings.do_location -> use_location: boolean Effect particles' location
+FieldSettings.do_rotation -> use_rotation: boolean Effect particles' dynamic rotation
+FieldSettings.force_2d -> use_force_2d: boolean Apply force only in 2d
+FieldSettings.global_coordinates -> use_coordinates_global: boolean Use effector/global coordinates for turbulence
+FieldSettings.guide_path_add -> use_guide_path_add: boolean Based on distance/falloff it adds a portion of the entire path
+FieldSettings.multiple_springs -> use_multiple_springs: boolean Every point is effected by multiple springs
+FieldSettings.root_coordinates -> use_coordinates_root: boolean Texture coordinates from root particle locations
+FieldSettings.use_coordinates -> use_coordinates_object: boolean Use object/global coordinates for texture
+FieldSettings.use_guide_path_weight -> use_guide_path_weight: boolean Use curve weights to influence the particle influence along the curve
+FieldSettings.use_max_distance -> use_distance_min: boolean Use a maximum distance for the field to work
+FieldSettings.use_min_distance -> use_distance_max: boolean Use a minimum distance for the field's fall-off
+FieldSettings.use_radial_max -> use_radial_max: boolean Use a maximum radial distance for the field to work
+FieldSettings.use_radial_min -> use_radial_min: boolean Use a minimum radial distance for the field's fall-off
+FileSelectParams.do_filter -> use_filter: boolean Enable filtering of files
+FileSelectParams.filter_blender -> use_filter_blender: boolean Show .blend files
+FileSelectParams.filter_folder -> use_filter_folder: boolean Show folders
+FileSelectParams.filter_font -> use_filter_font: boolean Show font files
+FileSelectParams.filter_image -> use_filter_image: boolean Show image files
+FileSelectParams.filter_movie -> use_filter_movie: boolean Show movie files
+FileSelectParams.filter_script -> use_filter_script: boolean Show script files
+FileSelectParams.filter_sound -> use_filter_sound: boolean Show sound files
+FileSelectParams.filter_text -> use_filter_text: boolean Show text files
+FileSelectParams.hide_dot -> show_hidden: boolean Hide hidden dot files
+Filter2DActuator.enable_motion_blur -> use_motion_blur: boolean Enable/Disable Motion Blur
+FloorConstraint.sticky -> use_sticky: boolean Immobilize object while constrained
+FloorConstraint.use_rotation -> use_rotation: boolean Use the target's rotation to determine floor
+FluidFluidSettings.active -> active: boolean Object contributes to the fluid simulation
+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
+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
+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.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
+GameObjectSettings.actor -> use_actor: boolean Object is detected by the Near and Radar sensor
+GameObjectSettings.all_states -> states_all: boolean Set all state bits
+GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean Enable anisotropic friction
+GameObjectSettings.collision_compound -> use_collision_compound: boolean Add children to form a compound collision object
+GameObjectSettings.debug_state -> show_state_debug: boolean Print state debug info in the game engine
+GameObjectSettings.ghost -> use_ghost: boolean Object does not restitute collisions, like a ghost
+GameObjectSettings.initial_state -> initial_state: boolean Initial state when the game starts
+GameObjectSettings.lock_x_axis -> lock_location_x: boolean Disable simulation of linear motion along the X axis
+GameObjectSettings.lock_x_rot_axis -> lock_rotation_x: boolean Disable simulation of angular motion along the X axis
+GameObjectSettings.lock_y_axis -> lock_location_y: boolean Disable simulation of linear motion along the Y axis
+GameObjectSettings.lock_y_rot_axis -> lock_rotation_y: boolean Disable simulation of angular motion along the Y axis
+GameObjectSettings.lock_z_axis -> lock_location_z: boolean Disable simulation of linear motion along the Z axis
+GameObjectSettings.lock_z_rot_axis -> lock_rotation_z: boolean Disable simulation of angular motion along the Z axis
+GameObjectSettings.material_physics -> use_material_physics: boolean Use physics settings in materials
+NEGATE * GameObjectSettings.no_sleeping -> use_sleep: boolean Disable auto (de)activation in physics simulation
+GameObjectSettings.rotate_from_normal -> use_rotate_from_normal: boolean Use face normal to rotate object, so that it points away from the surface
+GameObjectSettings.show_actuators -> show_actuators: boolean Shows actuators for this object in the user interface
+GameObjectSettings.show_controllers -> show_controllers: boolean Shows controllers for this object in the user interface
+GameObjectSettings.show_sensors -> show_sensors: boolean Shows sensors for this object in the user interface
+GameObjectSettings.show_state_panel -> show_state_panel: boolean Show state panel
+GameObjectSettings.use_activity_culling -> use_activity_culling: boolean Disable simulation of angular motion along the Z axis
+GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean Specify a collision bounds type other than the default
+GameObjectSettings.used_state -> state_used: boolean, (read-only) States which are being used by controllers
+GameObjectSettings.visible_state -> state_visible: boolean State determining which controllers are displayed
+GameProperty.debug -> use_debug: boolean Print debug information for this property
+GameSoftBodySettings.bending_const -> use_bending_constraint: boolean Enable bending constraints
+GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean Enable cluster collision between soft and rigid body
+GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean Enable cluster collision between soft and soft body
+GameSoftBodySettings.shape_match -> use_shape_match: boolean Enable soft body shape matching goal
+GlowSequence.only_boost -> useonly_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
+ID.tag -> tag: boolean Tools can use this to tag data, (initial state is undefined)
+Image.animated -> use_snimation: boolean Use as animated texture in the game engine
+Image.clamp_x -> use_clamp_x: boolean Disable texture repeating horizontally
+Image.clamp_y -> use_clamp_y: boolean Disable texture repeating vertically
+Image.dirty -> is_dirty: boolean, (read-only) Image has changed and is not saved
+Image.fields -> use_fields: boolean Use fields of the image
+Image.has_data -> is_data: boolean, (read-only) True if this image has data
+Image.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
+Image.tiles -> use_tiles: boolean Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)
+ImagePaint.invert_stencil -> invert_stencil: boolean Invert the stencil layer
+ImagePaint.show_brush -> show_brush: boolean Enables brush shape while not drawing
+ImagePaint.show_brush_draw -> show_brush_draw: boolean Enables brush shape while drawing
+ImagePaint.use_backface_cull -> use_backface_cull: boolean Ignore faces pointing away from the view (faster)
+ImagePaint.use_clone_layer -> use_clone_layer: boolean Use another UV layer as clone source, otherwise use 3D the cursor as the source
+ImagePaint.use_normal_falloff -> use_normal_falloff: boolean Paint most on faces pointing towards the view
+ImagePaint.use_occlude -> use_occlude: boolean Only paint onto the faces directly under the brush (slower)
+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.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
+ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
+ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
+ImageSequence.reverse_frames -> use_frame_reverse: boolean Reverse frame order
+ImageSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
+ImageSequence.use_crop -> use_crop: boolean Crop image before processing
+ImageSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
+ImageSequence.use_translation -> use_translation: boolean Translate image before processing
+ImageTexture.calculate_alpha -> use_rgb_alpha: boolean Calculates an alpha channel based on RGB values in the image
+ImageTexture.checker_even -> use_checker_even: boolean Sets even checker tiles
+ImageTexture.checker_odd -> use_checker_odd: boolean Sets odd checker tiles
+ImageTexture.filter_size_minimum -> use_filter_size_min: boolean Use Filter Size as a minimal filter value in pixels
+ImageTexture.flip_axis -> use_flip_axis: boolean Flips the texture's X and Y axis
+ImageTexture.interpolation -> use_interpolation: boolean Interpolates pixels using Area filter
+ImageTexture.invert_alpha -> invert_alpha: boolean Inverts all the alpha values in the image
+ImageTexture.mipmap -> use_mipmap: boolean Uses auto-generated MIP maps for the image
+ImageTexture.mipmap_gauss -> use_mipmap_gauss: boolean Uses Gauss filter to sample down MIP maps
+ImageTexture.mirror_x -> use_mirror_x: boolean Mirrors the image repetition on the X direction
+ImageTexture.mirror_y -> use_mirror_y: boolean Mirrors the image repetition on the Y direction
+ImageTexture.normal_map -> use_normal_map: boolean Uses image RGB values for normal mapping
+ImageTexture.use_alpha -> use_use_alpha: boolean Uses the alpha channel information in the image
+ImageUser.auto_refresh -> use_auto_refresh: boolean Always refresh image on frame changes
+ImageUser.cyclic -> use_cyclic: boolean Cycle the images in the movie
+TODO would use is_ * InflowFluidSettings.active -> active: boolean Object contributes to the fluid simulation
+InflowFluidSettings.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
+InflowFluidSettings.local_coordinates -> use_local_coordinates: boolean Use local coordinates for inflow. (e.g. for rotating objects)
+Itasc.auto_step -> use_auto_step: boolean Automatically determine the optimal number of steps for best performance/accuracy trade off
+JoystickSensor.all_events -> use_all_events: boolean Triggered by all events on this joysticks current type (axis/button/hat)
+Key.relative -> use_relative: boolean Makes shape keys relative
+TODO would use is_ * KeyConfig.user_defined -> user_defined: boolean, (read-only) Indicates that a keyconfig was defined by the user
+KeyMap.children_expanded -> show_expanded_children: boolean Children expanded in the user interface
+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
+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
+KeyMapItem.expanded -> show_expanded: boolean Show key map event and property details in the user interface
+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
+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'
+KeyingSet.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
+KeyingSetInfo.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves
+KeyingSetInfo.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms'
+KeyingSetInfo.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
+KeyingSetPath.entire_array -> use_entire_array: boolean When an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be used
+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.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
+KinematicConstraint.use_target -> use_target: boolean Disable for targetless IK
+Lamp.diffuse -> use_diffuse: boolean Lamp does diffuse shading
+Lamp.layer -> use_own_layer: boolean Illuminates objects only on the same layer the lamp is on
+Lamp.negative -> use_negative: boolean Lamp casts negative light
+Lamp.specular -> use_specular: boolean Lamp creates specular highlights
+LampSkySettings.use_atmosphere -> use_atmosphere: boolean Apply sun effect on atmosphere
+LampSkySettings.use_sky -> use_sky: boolean Apply sun effect on sky
+LampTextureSlot.map_color -> use_map_color: boolean Lets the texture affect the basic color of the lamp
+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
+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
+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
+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
+Material.cast_approximate -> use_cast_approximate: boolean Allow this material to cast shadows when using approximate ambient occlusion.
+Material.cast_buffer_shadows -> use_cast_buffer_shadows: boolean Allow this material to cast shadows from shadow buffer lamps
+Material.cast_shadows_only -> use_cast_shadows_only: boolean Makes objects with this material appear invisible, only casting shadows (not rendered)
+Material.cubic -> use_cubic: boolean Use cubic interpolation for diffuse values, for smoother transitions
+Material.exclude_mist -> use_exclude_mist: boolean Excludes this material from mist effects (in world settings)
+Material.face_texture -> use_face_texture: boolean Replaces the object's base color with color from face assigned image textures
+Material.face_texture_alpha -> use_face_texture_alpha: boolean Replaces the object's base alpha value with alpha from face assigned image textures
+Material.full_oversampling -> use_full_oversampling: boolean Force this material to render full shading/textures for all anti-aliasing samples
+Material.invert_z -> use_invert_z: boolean Renders material's faces with an inverted Z buffer (scanline only)
+Material.light_group_exclusive -> use_light_group_exclusive: boolean Material uses the light group exclusively - these lamps are excluded from other scene lighting
+Material.object_color -> use_object_color: boolean Modulate the result with a per-object color
+Material.only_shadow -> use_shadow_only: boolean Renders shadows as the material's alpha value, making materials transparent except for shadowed areas
+Material.ray_shadow_bias -> use_ray_shadow_bias: boolean Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)
+Material.receive_transparent_shadows -> use_receive_transparent_shadows: boolean Allow this object to receive transparent shadows casted through other objects
+Material.shadeless -> use_shadeless: boolean Makes this material insensitive to light or shadow
+Material.shadows -> use_shadows: boolean Allows this material to receive shadows
+Material.tangent_shading -> use_tangent_shading: boolean Use the material's tangent vector instead of the normal for shading - for anisotropic shading effects
+Material.traceable -> use_traceable: boolean Include this material and geometry that uses it in ray tracing calculations
+Material.transparency -> use_transparency: boolean Render material as transparent
+Material.use_diffuse_ramp -> use_diffuse_ramp: boolean Toggle diffuse ramp operations
+Material.use_nodes -> use_nodes: boolean Use shader nodes to render the material
+Material.use_sky -> use_sky: boolean Renders this material with zero alpha, with sky background in place (scanline only)
+Material.use_specular_ramp -> use_specular_ramp: boolean Toggle specular ramp operations
+Material.use_textures -> use_textures: boolean Enable/Disable each texture
+Material.vertex_color_light -> use_vertex_color_light: boolean Add vertex colors as additional lighting
+Material.vertex_color_paint -> use_vertex_color_paint: boolean Replaces object base color with vertex colors (multiplies with 'texture face' face assigned textures)
+MaterialHalo.flare_mode -> use_flare_mode: boolean Renders halo as a lensflare
+MaterialHalo.lines -> use_lines: boolean Renders star shaped lines over halo
+MaterialHalo.ring -> use_ring: boolean Renders rings over halo
+MaterialHalo.shaded -> use_shaded: boolean Lets halo receive light and shadows from external objects
+MaterialHalo.soft -> use_soft: boolean Softens the edges of halos at intersections with other geometry
+MaterialHalo.star -> use_star: boolean Renders halo as a star
+MaterialHalo.texture -> use_texture: boolean Gives halo a texture
+MaterialHalo.vertex_normal -> use_vertex_normal: boolean Uses the vertex normal to specify the dimension of the halo
+MaterialHalo.xalpha -> use_xalpha: boolean Uses extreme alpha
+MaterialPhysics.align_to_normal -> use_align_to_normal: boolean Align dynamic game objects along the surface normal, when inside the physics distance area
+TODO * MaterialRaytraceMirror.enabled -> enabled: boolean Enable raytraced reflections
+MaterialStrand.blender_units -> use_blender_units: boolean Use Blender units for widths instead of pixels
+MaterialStrand.surface_diffuse -> use_surface_diffuse: boolean Make diffuse shading more similar to shading the surface
+MaterialStrand.tangent_shading -> use_tangent_shading: boolean Uses direction of strands as normal for tangent-shading
+TODO * MaterialSubsurfaceScattering.enabled -> enabled: boolean Enable diffuse subsurface scatting effects in a material
+TODO * MaterialTextureSlot.enabled -> enabled: boolean Enable this material texture slot
+MaterialTextureSlot.from_dupli -> use_from_dupli: boolean Dupli's instanced from verts, faces or particles, inherit texture coordinate from their parent
+MaterialTextureSlot.from_original -> use_from_original: boolean Dupli's derive their object coordinates from the original objects transformation
+MaterialTextureSlot.map_alpha -> use_map_alpha: boolean Causes the texture to affect the alpha value
+MaterialTextureSlot.map_ambient -> use_map_ambient: boolean Causes the texture to affect the value of ambient
+MaterialTextureSlot.map_colordiff -> use_map_colordiff: boolean Causes the texture to affect basic color of the material
+MaterialTextureSlot.map_coloremission -> use_map_coloremission: boolean Causes the texture to affect the color of emission
+MaterialTextureSlot.map_colorreflection -> use_map_colorreflection: boolean Causes the texture to affect the color of scattered light
+MaterialTextureSlot.map_colorspec -> use_map_colorspec: boolean Causes the texture to affect the specularity color
+MaterialTextureSlot.map_colortransmission -> use_map_colortransmission: boolean Causes the texture to affect the result color after other light has been scattered/absorbed
+MaterialTextureSlot.map_density -> use_map_density: boolean Causes the texture to affect the volume's density
+MaterialTextureSlot.map_diffuse -> use_map_diffuse: boolean Causes the texture to affect the value of the materials diffuse reflectivity
+MaterialTextureSlot.map_displacement -> use_map_displacement: boolean Let the texture displace the surface
+MaterialTextureSlot.map_emission -> use_map_emission: boolean Causes the texture to affect the volume's emission
+MaterialTextureSlot.map_emit -> use_map_emit: boolean Causes the texture to affect the emit value
+MaterialTextureSlot.map_hardness -> use_map_hardness: boolean Causes the texture to affect the hardness value
+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_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
+MaterialTextureSlot.new_bump -> use_new_bump: boolean Use new, corrected bump mapping code (backwards compatibility option)
+MaterialVolume.external_shadows -> use_external_shadows: boolean Receive shadows from sources outside the volume (temporary)
+MaterialVolume.light_cache -> use_light_cache: boolean Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy
+Mesh.all_edges -> show_all_edges: boolean Displays all edges for wireframe in all view modes in the 3D view
+Mesh.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object
+Mesh.autosmooth -> use_autosmooth: boolean Treats all set-smoothed faces with angles less than the specified angle as 'smooth' during render
+Mesh.double_sided -> use_double_sided: boolean Render/display the mesh with double or single sided lighting
+Mesh.draw_bevel_weights -> show_bevel_weights: boolean Displays weights created for the Bevel modifier
+Mesh.draw_creases -> show_creases: boolean Displays creases created for subsurf weighting
+Mesh.draw_edge_angle -> show_edge_angle: boolean Displays the angles in the selected edges in degrees
+Mesh.draw_edge_lenght -> show_edge_lenght: boolean Displays selected edge lengths
+Mesh.draw_edges -> show_edges: boolean Displays selected edges using highlights in the 3D view and UV editor
+Mesh.draw_face_area -> show_face_area: boolean Displays the area of selected faces
+Mesh.draw_faces -> show_faces: boolean Displays all faces as shades in the 3D view and UV editor
+Mesh.draw_normals -> show_normals: boolean Displays face normals as lines
+Mesh.draw_seams -> show_seams: boolean Displays UV unwrapping seams
+Mesh.draw_sharp -> show_sharp: boolean Displays sharp edges, used with the EdgeSplit modifier
+Mesh.draw_vertex_normals -> show_vertex_normals: boolean Displays vertex normals as lines
+Mesh.use_mirror_topology -> use_mirror_topology: boolean Use topology based mirroring
+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
+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
+MeshEdge.loose -> use_loose: boolean, (read-only) Loose edge
+MeshEdge.seam -> use_seam: boolean Seam edge for UV unwrapping
+TODO * MeshEdge.selected -> selected: 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
+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
+MeshTextureFace.halo -> use_halo: boolean Screen aligned billboard
+TODO would use is_ * MeshTextureFace.invisible -> invisible: boolean Make face invisible
+MeshTextureFace.light -> use_light: boolean Use light for face
+MeshTextureFace.object_color -> use_object_color: boolean Use ObColor instead of vertex colors
+MeshTextureFace.shadow -> use_shadow_face: boolean Face is used for shadow
+MeshTextureFace.shared -> use_blend_shared: boolean Blend vertex colors across face when vertices are shared
+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
+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
+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
+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
+MetaSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
+MetaSequence.premultiply -> use_convert_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
+MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
+MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
+MetaSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
+MetaSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
+MetaSequence.use_crop -> use_crop: boolean Crop image before processing
+MetaSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
+MetaSequence.use_translation -> use_translation: boolean Translate image before processing
+MirrorModifier.clip -> use_clipping: boolean Prevents vertices from going through the mirror during transform
+MirrorModifier.mirror_u -> use_mirror_u: boolean Mirror the U texture coordinate around the 0.5 point
+MirrorModifier.mirror_v -> use_mirror_v: boolean Mirror the V texture coordinate around the 0.5 point
+MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups: boolean Mirror vertex groups (e.g. .R->.L)
+MirrorModifier.x -> use_x: boolean Enable X axis mirror
+MirrorModifier.y -> use_y: boolean Enable Y axis mirror
+MirrorModifier.z -> use_z: boolean Enable Z axis mirror
+Modifier.editmode -> use_in_editmode: boolean Use modifier while in the edit mode
+Modifier.expanded -> show_expanded: boolean Set modifier expanded in the user interface
+Modifier.on_cage -> use_on_cage: boolean Enable direct editing of modifier control cage
+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
+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
+MovieSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
+MovieSequence.premultiply -> use_convert_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
+MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
+MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
+TODO * MovieSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
+MovieSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
+MovieSequence.use_crop -> use_crop: boolean Crop image before processing
+MovieSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
+MovieSequence.use_translation -> use_translation: boolean Translate image before processing
+MulticamSequence.convert_float -> use_convert_float: boolean Convert input to float data
+MulticamSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
+MulticamSequence.flip_x -> use_flip_x: boolean Flip on the X axis
+MulticamSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
+MulticamSequence.premultiply -> use_convert_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
+MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
+MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
+TODO * MulticamSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
+MulticamSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
+MulticamSequence.use_crop -> use_crop: boolean Crop image before processing
+MulticamSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
+MulticamSequence.use_translation -> use_translation: boolean Translate image before processing
+MultiresModifier.external -> use_external: boolean, (read-only) Store multires displacements outside the .blend file, to save memory
+MultiresModifier.optimal_display -> show_optimal: boolean Skip drawing/rendering of interior subdivided edges
+NetRenderSettings.master_broadcast -> use_master_broadcast: boolean broadcast master server address on local network
+NetRenderSettings.master_clear -> use_master_clear: boolean delete saved files on exit
+NetRenderSettings.slave_clear -> use_slave_clear: boolean delete downloaded files on exit
+NetRenderSettings.slave_outputlog -> use_slave_outputlog: boolean Output render text log to console as well as sending it to the master
+NetRenderSettings.slave_thumb -> use_slave_thumb: boolean Generate thumbnails on slaves instead of master
+TODO I'd use is_ * NlaStrip.active -> active: boolean, (read-only) NLA Strip is active
+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
+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_ * 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.muted -> muted: boolean NLA Track is not evaluated
+TODO I'd use is_ * NlaTrack.selected -> selected: 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
+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.layers -> layers: boolean Layers the object is on
+Object.lock_location -> lock_location: boolean Lock editing of location in the interface
+Object.lock_rotation -> lock_rotation: boolean Lock editing of rotation in the interface
+Object.lock_rotation_w -> lock_rotation_w: boolean Lock editing of 'angle' component of four-component rotations in the interface
+Object.lock_rotations_4d -> lock_rotations_4d: boolean Lock editing of four component rotations by components (instead of as Eulers)
+Object.lock_scale -> lock_scale: boolean Lock editing of scale in the interface
+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
+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
+Object.time_offset_add_parent -> use_time_offset_add_parent: boolean Add the parents time offset value
+Object.time_offset_edit -> use_time_offset_edit: boolean Use time offset when inserting keys and display time offset for F-Curve and action views
+Object.time_offset_parent -> use_time_offset_parent: boolean Apply the time offset to this objects parent relationship
+Object.time_offset_particle -> use_time_offset_particle: boolean Let the time offset work on the particle effect
+Object.use_dupli_faces_scale -> use_dupli_faces_scale: boolean Scale dupli based on face size
+Object.use_dupli_frames_speed -> use_dupli_frames_speed: boolean Set dupliframes to use the frame
+Object.use_dupli_verts_rotation -> use_dupli_verts_rotation: boolean Rotate dupli according to vertex normal
+Object.x_ray -> show_x_ray: boolean Makes the object draw in front of others
+TODO * ObjectActuator.add_linear_velocity -> add_linear_velocity: boolean Toggles between ADD and SET linV
+ObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean Angular velocity is defined in local coordinates
+ObjectActuator.local_force -> use_local_force: boolean Force is defined in local coordinates
+ObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean Velocity is defined in local coordinates
+ObjectActuator.local_location -> use_local_location: boolean Location is defined in local coordinates
+ObjectActuator.local_rotation -> use_local_rotation: boolean Rotation is defined in local coordinates
+ObjectActuator.local_torque -> use_local_torque: boolean Torque is defined in local coordinates
+TODO * ObjectActuator.servo_limit_x -> use_limit_servo_x: boolean Set limit to force along the X axis
+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
+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
+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
+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
+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
+ParticleEdit.draw_particles -> show_particles: boolean Draw actual particles
+ParticleEdit.editable -> is_editable: boolean, (read-only) A valid edit mode exists
+ParticleEdit.emitter_deflect -> use_emitter_deflect: boolean Keep paths from intersecting the emitter
+ParticleEdit.fade_time -> use_fade_time: boolean Fade paths and keys further away from current frame
+TODO * ParticleEdit.hair -> hair: boolean, (read-only) Editing hair
+ParticleEdit.keep_lengths -> use_keep_lengths: boolean Keep path lengths constant
+ParticleEdit.keep_root -> use_keep_root: boolean Keep root keys unmodified
+ParticleFluidSettings.drops -> show_drops: boolean Show drop particles
+ParticleFluidSettings.floats -> show_floats: boolean Show floating foam particles
+ParticleFluidSettings.tracer -> show_tracer: boolean Show tracer particles
+ParticleInstanceModifier.alive -> show_alive: boolean Show instances when particles are alive
+ParticleInstanceModifier.children -> use_children: boolean Create instances from child particles
+ParticleInstanceModifier.dead -> show_dead: boolean Show instances when particles are dead
+ParticleInstanceModifier.keep_shape -> use_keep_shape: boolean Don't stretch the object
+ParticleInstanceModifier.normal -> use_normal: boolean Create instances from normal particles
+ParticleInstanceModifier.size -> use_size: boolean Use particle size to scale the instances
+ParticleInstanceModifier.unborn -> show_unborn: boolean Show instances when particles are unborn
+ParticleInstanceModifier.use_path -> use_path: boolean Create instances along particle paths
+ParticleSettings.abs_path_time -> use_abs_path_time: boolean Path timing is in absolute frames
+ParticleSettings.animate_branching -> use_animate_branching: boolean Animate branching
+ParticleSettings.billboard_lock -> lock_billboard: boolean Lock the billboards align axis
+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.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
+ParticleSettings.emitter -> use_emitter: boolean Render emitter Object also
+ParticleSettings.enable_simplify -> use_simplify: boolean Remove child strands as the object becomes smaller on the screen
+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
+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
+ParticleSettings.rand_group -> use_random_group: boolean Pick objects from group randomly
+ParticleSettings.react_multiple -> use_react_multiple: boolean React multiple times
+ParticleSettings.react_start_end -> use_react_start_end: boolean Give birth to unreacted particles eventually
+ParticleSettings.render_adaptive -> show_path_steps: boolean Draw steps of the particle path
+ParticleSettings.render_strand -> use_render_strand: boolean Use the strand primitive for rendering
+ParticleSettings.rotation_dynamic -> use_rotation_dynamic: boolean Sets rotation to dynamic/constant
+ParticleSettings.self_effect -> use_self_effect: boolean Particle effectors effect themselves
+ParticleSettings.show_size -> show_size: boolean Show particle size
+ParticleSettings.size_deflect -> use_size_deflect: boolean Use particle's size in deflection
+ParticleSettings.sizemass -> use_multiply_size_mass: boolean Multiply mass by particle size
+ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean Start and end points are the same
+ParticleSettings.trand -> use_emit_random: boolean Emit in random order of elements
+ParticleSettings.unborn -> show_unborn: boolean Show particles before they are emitted
+ParticleSettings.use_global_dupli -> use_global_dupli: boolean Use object's global coordinates for duplication
+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
+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
+TODO * ParticleSystem.global_hair -> global_hair: boolean, (read-only) Hair keys are in global coordinate space
+ParticleSystem.hair_dynamics -> use_hair_dynamics: boolean Enable hair dynamics using cloth simulation
+ParticleSystem.keyed_timing -> use_keyed_timing: boolean Use key times
+TODO * ParticleSystem.multiple_caches -> multiple_caches: boolean, (read-only) Particle system has multiple point caches
+ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump: boolean Negate the effect of the clump vertex group
+ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density: boolean Negate the effect of the density vertex group
+ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field: boolean Negate the effect of the field vertex group
+ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink: boolean Negate the effect of the kink vertex group
+ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length: boolean Negate the effect of the length vertex group
+ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation: boolean Negate the effect of the rotation vertex group
+ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness1: boolean Negate the effect of the roughness 1 vertex group
+ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness2: boolean Negate the effect of the roughness 2 vertex group
+ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end: boolean Negate the effect of the roughness end vertex group
+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)
+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)
+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
+PointLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects
+PointLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows
+PointLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance
+PoseBone.has_ik -> is_in_ik_chain: boolean, (read-only) Is part of an IK chain
+TODO * PoseBone.ik_dof_x -> ik_dof_x: boolean Allow movement around the X axis
+TODO * PoseBone.ik_dof_y -> ik_dof_y: boolean Allow movement around the Y axis
+TODO * PoseBone.ik_dof_z -> ik_dof_z: boolean Allow movement around the Z axis
+PoseBone.ik_limit_x -> lock_ik_x: boolean Limit movement around the X axis
+PoseBone.ik_limit_y -> lock_ik_y: boolean Limit movement around the Y axis
+PoseBone.ik_limit_z -> lock_ik_z: boolean Limit movement around the Z axis
+PoseBone.ik_lin_control -> use_ik_lin_control: boolean Apply channel size as IK constraint if stretching is enabled
+PoseBone.ik_rot_control -> use_ik_rot_control: boolean Apply channel rotation as IK constraint
+PoseBone.lock_location -> lock_location: boolean Lock editing of location in the interface
+PoseBone.lock_rotation -> lock_rotation: boolean Lock editing of rotation in the interface
+PoseBone.lock_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
+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
+Property.is_required -> is_required: boolean, (read-only) False when this property is an optional argument in an RNA function
+Property.registered -> is_registered: boolean, (read-only) Property is registered as part of type registration
+Property.registered_optional -> is_registered_optional: boolean, (read-only) Property is optionally registered as part of type registration
+Property.use_output -> is_output: boolean, (read-only) True when this property is an output value from an RNA function
+TODO * PythonConstraint.script_error -> is_script_error: boolean, (read-only) The linked Python script has thrown an error
+PythonConstraint.use_targets -> use_targets: boolean Use the targets indicated in the constraint panel
+PythonController.debug -> use_debug: boolean Continuously reload the module from disk for editing external modules without restarting
+RandomActuator.always_true -> use_always_true: boolean Always false or always true
+RaySensor.x_ray_mode -> use_x_ray_mode: boolean Toggle X-Ray option (see through objects that don't have the property)
+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 * 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
+TODO * RenderLayer.halo -> halo: boolean, (read-only) Render Halos in this Layer (on top of Solid)
+TODO * RenderLayer.pass_ao -> pass_ao: boolean, (read-only) Deliver AO pass
+TODO * RenderLayer.pass_ao_exclude -> pass_ao_exclude: boolean, (read-only) Exclude AO pass from combined
+TODO * RenderLayer.pass_color -> pass_color: boolean, (read-only) Deliver shade-less color pass
+TODO * RenderLayer.pass_combined -> pass_combined: boolean, (read-only) Deliver full combined RGBA buffer
+TODO * RenderLayer.pass_diffuse -> pass_diffuse: boolean, (read-only) Deliver diffuse pass
+TODO * RenderLayer.pass_emit -> pass_emit: boolean, (read-only) Deliver emission pass
+TODO * RenderLayer.pass_emit_exclude -> pass_emit_exclude: boolean, (read-only) Exclude emission pass from combined
+TODO * RenderLayer.pass_environment -> pass_environment: boolean, (read-only) Deliver environment lighting pass
+TODO * RenderLayer.pass_environment_exclude -> pass_environment_exclude: boolean, (read-only) Exclude environment pass from combined
+TODO * RenderLayer.pass_indirect -> pass_indirect: boolean, (read-only) Deliver indirect lighting pass
+TODO * RenderLayer.pass_indirect_exclude -> pass_indirect_exclude: boolean, (read-only) Exclude indirect pass from combined
+TODO * RenderLayer.pass_mist -> pass_mist: boolean, (read-only) Deliver mist factor pass (0.0-1.0)
+TODO * RenderLayer.pass_normal -> pass_normal: boolean, (read-only) Deliver normal pass
+TODO * RenderLayer.pass_object_index -> pass_object_index: boolean, (read-only) Deliver object index pass
+TODO * RenderLayer.pass_reflection -> pass_reflection: boolean, (read-only) Deliver raytraced reflection pass
+TODO * RenderLayer.pass_reflection_exclude -> pass_reflection_exclude: boolean, (read-only) Exclude raytraced reflection pass from combined
+TODO * RenderLayer.pass_refraction -> pass_refraction: boolean, (read-only) Deliver raytraced refraction pass
+TODO * RenderLayer.pass_refraction_exclude -> pass_refraction_exclude: boolean, (read-only) Exclude raytraced refraction pass from combined
+TODO * RenderLayer.pass_shadow -> pass_shadow: boolean, (read-only) Deliver shadow pass
+TODO * RenderLayer.pass_shadow_exclude -> pass_shadow_exclude: boolean, (read-only) Exclude shadow pass from combined
+TODO * RenderLayer.pass_specular -> pass_specular: boolean, (read-only) Deliver specular pass
+TODO * RenderLayer.pass_specular_exclude -> pass_specular_exclude: boolean, (read-only) Exclude specular pass from combined
+TODO * RenderLayer.pass_uv -> pass_uv: boolean, (read-only) Deliver texture UV pass
+TODO * RenderLayer.pass_vector -> pass_vector: boolean, (read-only) Deliver speed vector pass
+TODO * RenderLayer.pass_z -> pass_z: boolean, (read-only) Deliver Z values pass
+TODO * RenderLayer.sky -> sky: boolean, (read-only) Render Sky in this Layer
+TODO * RenderLayer.solid -> solid: boolean, (read-only) Render Solid faces in this Layer
+TODO * RenderLayer.strand -> strand: boolean, (read-only) Render Strands in this Layer
+TODO * RenderLayer.visible_layers -> visible_layers: boolean, (read-only) Scene layers included in this render layer
+TODO * RenderLayer.zmask -> zmask: boolean, (read-only) Only render what's in front of the solid z values
+TODO * RenderLayer.zmask_layers -> zmask_layers: boolean, (read-only) Zmask scene layers
+TODO * RenderLayer.zmask_negate -> zmask_negate: boolean, (read-only) For Zmask, only render what is behind solid z values instead of in front
+TODO * RenderLayer.ztransp -> ztransp: boolean, (read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)
+RenderSettings.backbuf -> use_backbuf: boolean Render backbuffer image
+RenderSettings.bake_active -> use_bake_active: boolean Bake shading on the surface of selected objects to the active object
+RenderSettings.bake_clear -> use_bake_clear: boolean Clear Images before baking
+RenderSettings.bake_enable_aa -> use_bake_enable_aa: boolean Enables Anti-aliasing
+RenderSettings.bake_normalized -> use_bake_normalized: boolean With displacement normalize to the distance, with ambient occlusion normalize without using material settings
+RenderSettings.cineon_log -> use_cineon_log: boolean Convert to logarithmic color space
+RenderSettings.color_management -> use_color_management: boolean Use color profiles and gamma corrected imaging pipeline
+RenderSettings.crop_to_border -> use_crop_to_border: boolean Crop the rendered frame to the defined border size
+RenderSettings.edge -> edge: boolean use_Create a toon outline around the edges of geometry
+RenderSettings.exr_half -> use_exr_half: boolean Use 16 bit floats instead of 32 bit floats per channel
+RenderSettings.exr_preview -> use_exr_preview: boolean When rendering animations, save JPG preview images in same directory
+RenderSettings.exr_zbuf -> use_exr_zbuf: boolean Save the z-depth per pixel (32 bit unsigned int zbuffer)
+RenderSettings.ffmpeg_autosplit -> use_ffmpeg_autosplit: boolean Autosplit output at 2GB boundary
+RenderSettings.fields -> use_fields: boolean Render image to two fields per frame, for interlaced TV output
+RenderSettings.fields_still -> use_fields_still: boolean Disable the time difference between fields
+RenderSettings.free_image_textures -> use_free_image_textures: boolean Free all image texture from memory after render, to save memory before compositing
+RenderSettings.free_unused_nodes -> use_free_unused_nodes: boolean Free Nodes that are not used while compositing, to save memory
+RenderSettings.full_sample -> use_full_sample: boolean Save for every anti-aliasing sample the entire RenderLayer results. This solves anti-aliasing issues with compositing
+RenderSettings.is_movie_format -> is_movie_format: boolean, (read-only) When true the format is a movie
+RenderSettings.jpeg2k_ycc -> use_jpeg2k_ycc: boolean Save luminance-chrominance-chrominance channels instead of RGB colors
+RenderSettings.motion_blur -> use_motion_blur: boolean Use multi-sampled 3D scene motion blur
+TODO * RenderSettings.multiple_engines -> multiple_engines: boolean, (read-only) More than one rendering engine is available
+RenderSettings.render_antialiasing -> use_render_antialiasing: boolean Render and combine multiple samples per pixel to prevent jagged edges
+TODO doubled?* RenderSettings.render_stamp -> render_stamp: boolean Render the stamp info text in the rendered image
+RenderSettings.save_buffers -> use_save_buffers: boolean Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample)
+RenderSettings.simplify_triangulate -> use_simplify_triangulate: boolean Disables non-planer quads being triangulated
+RenderSettings.single_layer -> use_active_layer: boolean Only render the active layer
+RenderSettings.stamp_camera -> use_stamp_camera: boolean Include the name of the active camera in image metadata
+RenderSettings.stamp_date -> use_stamp_date: boolean Include the current date in image metadata
+RenderSettings.stamp_filename -> use_stamp_filename: boolean Include the filename of the .blend file in image metadata
+RenderSettings.stamp_frame -> use_stamp_frame: boolean Include the frame number in image metadata
+RenderSettings.stamp_marker -> use_stamp_marker: boolean Include the name of the last marker in image metadata
+RenderSettings.stamp_note -> use_stamp_note: boolean Include a custom note in image metadata
+RenderSettings.stamp_render_time -> use_stamp_render_time: boolean Include the render time in the stamp image
+RenderSettings.stamp_scene -> use_stamp_scene: boolean Include the name of the active scene in image metadata
+RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean Include the name of the foreground sequence strip in image metadata
+RenderSettings.stamp_time -> use_stamp_time: boolean Include the render frame as HH:MM:SS.FF in image metadata
+RenderSettings.tiff_bit -> use_tiff_bit: boolean Save TIFF with 16 bits per channel
+RenderSettings.use_border -> use_border: boolean Render a user-defined border region, within the frame size. Note, this disables save_buffers and full_sample
+RenderSettings.use_compositing -> use_compositing: boolean Process the render result through the compositing pipeline, if compositing nodes are enabled
+RenderSettings.use_envmaps -> use_envmaps: boolean Calculate environment maps while rendering
+RenderSettings.use_file_extension -> use_file_extension: boolean Add the file format extensions to the rendered file name (eg: filename + .jpg)
+RenderSettings.use_game_engine -> use_game_engine: boolean, (read-only) Current rendering engine is a game engine
+RenderSettings.use_instances -> use_instances: boolean Instance support leads to effective memory reduction when using duplicates
+RenderSettings.use_local_coords -> use_local_coords: boolean Vertex coordinates are stored localy on each primitive. Increases memory usage, but may have impact on speed
+RenderSettings.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_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_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
+RenderSettings.use_textures -> use_textures: boolean Use textures to affect material properties
+RigidBodyJointConstraint.disable_linked_collision -> use_disable_linked_collision: boolean Disable collision between linked bodies
+RigidBodyJointConstraint.draw_pivot -> show_pivot: boolean Display the pivot point and rotation in 3D view
+Scene.frame_drop -> use_frame_drop: boolean Play back dropping frames if frame display is too slow
+TODO * Scene.layers -> layers: boolean Layers visible when rendering the scene
+TODO * Scene.mute_audio -> mute_audio: boolean Play back of audio from Sequence Editor will be muted
+TODO * Scene.nla_tweakmode_on -> is_nla_tweakmode_on: boolean, (read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only
+Scene.pov_radio_always_sample -> use_pov_radio_always_sample: boolean Only use the data from the pretrace step and not gather any new samples during the final radiosity pass
+Scene.pov_radio_display_advanced -> show_pov_radio_advanced: boolean Show advanced options
+Scene.pov_radio_enable -> use_pov_radio_enable: boolean Enable povrays radiosity calculation
+Scene.pov_radio_media -> use_pov_radio_media: boolean Radiosity estimation can be affected by media
+Scene.pov_radio_normal -> use_pov_radio_normal: boolean Radiosity estimation can be affected by normals
+Scene.scrub_audio -> use_scrub_audio: boolean Play audio from Sequence Editor while scrubbing
+Scene.sync_audio -> use_sync_audio: boolean Play back and sync with audio clock, dropping frames if frame display is too slow
+Scene.use_gravity -> use_gravity: boolean Use global gravity for all dynamics
+Scene.use_nodes -> use_nodes: boolean Enable the compositing node tree
+Scene.use_preview_range -> use_preview_range: boolean Use an alternative start/end frame for UI playback, rather than the scene start/end frame
+SceneGameData.activity_culling -> use_activity_culling: boolean Activity culling is enabled
+SceneGameData.auto_start -> use_auto_start: boolean Automatically start game at load time
+SceneGameData.fullscreen -> show_fullscreen: boolean Starts player in a new fullscreen display
+SceneGameData.glsl_extra_textures -> use_glsl_extra_textures: boolean Use extra textures like normal or specular maps for GLSL rendering
+SceneGameData.glsl_lights -> use_glsl_lights: boolean Use lights for GLSL rendering
+SceneGameData.glsl_nodes -> use_glsl_nodes: boolean Use nodes for GLSL rendering
+SceneGameData.glsl_ramps -> use_glsl_ramps: boolean Use ramps for GLSL rendering
+SceneGameData.glsl_shaders -> use_glsl_shaders: boolean Use shaders for GLSL rendering
+SceneGameData.glsl_shadows -> use_glsl_shadows: boolean Use shadows for GLSL rendering
+SceneGameData.show_debug_properties -> show_debug_properties: boolean Show properties marked for debugging while the game runs
+SceneGameData.show_framerate_profile -> show_framerate_profile: boolean Show framerate and profiling information while the game runs
+SceneGameData.show_physics_visualization -> show_physics_visualization: boolean Show a visualization of physics bounds and interactions
+SceneGameData.use_animation_record -> use_animation_record: boolean Record animation to fcurves
+SceneGameData.use_deprecation_warnings -> use_deprecation_warnings: boolean Print warnings when using deprecated features in the python API
+SceneGameData.use_display_lists -> use_display_lists: boolean Use display lists to speed up rendering by keeping geometry on the GPU
+SceneGameData.use_frame_rate -> use_frame_rate: boolean Respect the frame rate rather than rendering as many frames as possible
+SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean Use optimized Bullet DBVT tree for view frustum and occlusion culling
+SceneRenderLayer.all_z -> use_all_z: boolean Fill in Z values for solid faces in invisible layers, for masking
+SceneRenderLayer.edge -> use_edge: boolean Render Edge-enhance in this Layer (only works for Solid faces)
+TODO * SceneRenderLayer.enabled -> enabled: boolean Disable or enable the render layer
+SceneRenderLayer.halo -> use_halo: boolean Render Halos in this Layer (on top of Solid)
+SceneRenderLayer.pass_ao -> use_pass_ao: boolean Deliver AO pass
+SceneRenderLayer.pass_ao_exclude -> use_pass_ao_exclude: boolean Exclude AO pass from combined
+SceneRenderLayer.pass_color -> use_pass_color: boolean Deliver shade-less color pass
+SceneRenderLayer.pass_combined -> use_pass_combined: boolean Deliver full combined RGBA buffer
+SceneRenderLayer.pass_diffuse -> use_pass_diffuse: boolean Deliver diffuse pass
+SceneRenderLayer.pass_emit -> use_pass_emit: boolean Deliver emission pass
+SceneRenderLayer.pass_emit_exclude -> use_pass_emit_exclude: boolean Exclude emission pass from combined
+SceneRenderLayer.pass_environment -> use_pass_environment: boolean Deliver environment lighting pass
+SceneRenderLayer.pass_environment_exclude -> use_pass_environment_exclude: boolean Exclude environment pass from combined
+SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean Deliver indirect lighting pass
+SceneRenderLayer.pass_indirect_exclude -> use_pass_indirect_exclude: boolean Exclude indirect pass from combined
+SceneRenderLayer.pass_mist -> use_pass_mist: boolean Deliver mist factor pass (0.0-1.0)
+SceneRenderLayer.pass_normal -> use_pass_normal: boolean Deliver normal pass
+SceneRenderLayer.pass_object_index -> use_pass_object_index: boolean Deliver object index pass
+SceneRenderLayer.pass_reflection -> use_pass_reflection: boolean Deliver raytraced reflection pass
+SceneRenderLayer.pass_reflection_exclude -> use_pass_reflection_exclude: boolean Exclude raytraced reflection pass from combined
+SceneRenderLayer.pass_refraction -> use_pass_refraction: boolean Deliver raytraced refraction pass
+SceneRenderLayer.pass_refraction_exclude -> use_pass_refraction_exclude: boolean Exclude raytraced refraction pass from combined
+SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean Deliver shadow pass
+SceneRenderLayer.pass_shadow_exclude -> use_pass_shadow_exclude: boolean Exclude shadow pass from combined
+SceneRenderLayer.pass_specular -> use_pass_specular: boolean Deliver specular pass
+SceneRenderLayer.pass_specular_exclude -> use_pass_specular_exclude: boolean Exclude specular pass from combined
+SceneRenderLayer.pass_uv -> use_pass_uv: boolean Deliver texture UV pass
+SceneRenderLayer.pass_vector -> use_pass_vector: boolean Deliver speed vector pass
+SceneRenderLayer.pass_z -> use_pass_z: boolean Deliver Z values pass
+SceneRenderLayer.sky -> use_sky: boolean Render Sky in this Layer
+SceneRenderLayer.solid -> use_solid: boolean Render Solid faces in this Layer
+SceneRenderLayer.strand -> use_strand: boolean Render Strands in this Layer
+SceneRenderLayer.visible_layers -> visible_layers: boolean Scene layers included in this render layer
+SceneRenderLayer.zmask -> use_zmask: boolean Only render what's in front of the solid z values
+SceneRenderLayer.zmask_layers -> use_zmask_layers: boolean Zmask scene layers
+SceneRenderLayer.zmask_negate -> use_zmask_negate: boolean For Zmask, only render what is behind solid z values instead of in front
+SceneRenderLayer.ztransp -> use_ztransp: boolean Render Z-Transparent faces in this Layer (On top of Solid and Halos)
+TODO * SceneSequence.convert_float -> convert_float: boolean Convert input to float data
+TODO * SceneSequence.de_interlace -> de_interlace: boolean For video movies to remove fields
+TODO * SceneSequence.flip_x -> flip_x: boolean Flip on the X axis
+TODO * SceneSequence.flip_y -> flip_y: boolean Flip on the Y axis
+TODO * SceneSequence.premultiply -> premultiply: boolean Convert RGB from key alpha to premultiplied alpha
+TODO * SceneSequence.proxy_custom_directory -> proxy_custom_directory: boolean Use a custom directory to store data
+TODO * SceneSequence.proxy_custom_file -> proxy_custom_file: boolean Use a custom file to read proxy data from
+TODO * SceneSequence.reverse_frames -> reverse_frames: boolean Reverse frame order
+TODO * SceneSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
+TODO * SceneSequence.use_crop -> use_crop: boolean Crop image before processing
+TODO * SceneSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
+TODO * SceneSequence.use_translation -> use_translation: boolean Translate image before processing
+Scopes.use_full_resolution -> use_full_resolution: boolean Sample every pixel of the image
+Screen.animation_playing -> is_animation_playing: boolean, (read-only) Animation playback is active
+Screen.fullscreen -> is_fullscreen: boolean, (read-only) An area is maximised, filling this screen
+ScrewModifier.use_normal_calculate -> use_normal_calculate: boolean Calculate the order of edges (needed for meshes, but not curves)
+ScrewModifier.use_normal_flip -> use_normal_flip: boolean Flip normals of lathed faces
+ScrewModifier.use_object_screw_offset -> use_object_screw_offset: boolean Use the distance between the objects to make a screw
+Sculpt.lock_x -> lock_x: boolean Disallow changes to the X axis of vertices
+Sculpt.lock_y -> lock_y: boolean Disallow changes to the Y axis of vertices
+Sculpt.lock_z -> lock_z: boolean Disallow changes to the Z axis of vertices
+Sculpt.symmetry_x -> use_symmetry_x: boolean Mirror brush across the X axis
+Sculpt.symmetry_y -> use_symmetry_y: boolean Mirror brush across the Y axis
+Sculpt.symmetry_z -> use_symmetry_z: boolean Mirror brush across the Z axis
+Sensor.expanded -> show_expanded: boolean Set sensor expanded in the user interface
+TODO * Sensor.invert -> invert: boolean Invert the level(output) of this sensor
+TODO * Sensor.level -> level: boolean Level detector, trigger controllers of new states(only applicable upon logic state transition)
+Sensor.pulse_false_level -> use_pulse_false_level: boolean Activate FALSE level triggering (pulse mode)
+Sensor.pulse_true_level -> use_pulse_true_level: boolean Activate TRUE level triggering (pulse mode)
+Sensor.tap -> use_tap: boolean Trigger controllers only for an instant, even while the sensor remains true
+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.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.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
+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
+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
+ShaderNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation
+ShapeActionActuator.continue_last_frame -> use_continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time
+TODO * ShapeKey.mute -> mute: boolean Mute this shape key
+TODO see below * ShrinkwrapConstraint.use_x -> use_x: boolean Projection over X Axis
+TODO see below* ShrinkwrapConstraint.use_y -> use_y: boolean Projection over Y Axis
+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
+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
+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
+SmokeDomainSettings.highres -> use_highres: boolean Enable high resolution (using amplification)
+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
+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
+SoftBodySettings.estimate_matrix -> use_estimate_matrix: boolean estimate matrix .. split to COM , ROT ,SCALE
+SoftBodySettings.face_collision -> use_face_collision: boolean Faces collide too, SLOOOOOW warning
+SoftBodySettings.new_aero -> use_new_aero: boolean New aero(uses angle and length)
+SoftBodySettings.self_collision -> use_self_collision: boolean Enable naive vertex ball self collision
+SoftBodySettings.stiff_quads -> use_stiff_quads: boolean Adds diagonal springs on 4-gons
+SoftBodySettings.use_edges -> use_edges: boolean Use Edges as springs
+SoftBodySettings.use_goal -> use_goal: boolean Define forces for vertices to stick to animated position
+TODO * SolidifyModifier.invert -> invert_vertex_groups_influence: boolean Invert the vertex group influence
+SolidifyModifier.use_even_offset -> use_even_offset: boolean Maintain thickness by adjusting for sharp corners (slow, disable when not needed)
+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
+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
+SpaceConsole.show_report_info -> show_report_info: boolean Display general information
+SpaceConsole.show_report_operator -> show_report_operator: boolean Display the operator log
+SpaceConsole.show_report_warn -> show_report_warn: boolean Display warnings
+SpaceDopeSheetEditor.automerge_keyframes -> show_automerge_keyframes: boolean Show handles of Bezier control points
+SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views
+SpaceDopeSheetEditor.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line
+SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames
+SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean Show sliders beside F-Curve channels
+SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean Sync Markers with keyframe edits
+SpaceGraphEditor.automerge_keyframes -> show_automerge_keyframes: boolean Show handles of Bezier control points
+TODO * SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean Graph Editor instance has some ghost curves stored
+SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles: boolean Only keyframes of selected F-Curves are visible and editable
+SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean Only show and edit handles of selected keyframes
+SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views
+SpaceGraphEditor.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line
+SpaceGraphEditor.show_cursor -> show_cursor: boolean Show 2D cursor
+SpaceGraphEditor.show_handles -> show_handles: boolean Show handles of Bezier control points
+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_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
+SpaceImageEditor.show_uvedit -> show_uvedit: boolean, (read-only) Show UV editing related properties
+SpaceImageEditor.update_automatically -> use_update_automatically: boolean Update other affected window spaces automatically to reflect changes during interactive operations such as transform
+SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean Display and edit the grease pencil freehand annotations overlay
+SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects: boolean Show actuators of active object
+SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states: boolean Show only actuators connected to active states
+SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller: boolean Show linked objects to the actuator
+SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects: boolean Show actuators of all selected objects
+SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects: boolean Show controllers of active object
+SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller: boolean Show linked objects to sensor/actuator
+SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects: boolean Show controllers of all selected objects
+SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects: boolean Show sensors of active object
+SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states: boolean Show only sensors connected to active states
+SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller: boolean Show linked objects to the controller
+SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects: boolean Show sensors of all selected objects
+SpaceNLA.realtime_updates -> use_realtime_updates: boolean When transforming strips, changes to the animation data are flushed to other views
+SpaceNLA.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line
+SpaceNLA.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames
+SpaceNLA.show_strip_curves -> show_strip_curves: boolean Show influence curves on strips
+SpaceNodeEditor.backdrop -> show_backdrop: boolean Use active Viewer Node output as backdrop for compositing nodes
+SpaceOutliner.match_case_sensitive -> use_match_case_sensitive: boolean Only use case sensitive matches of search string
+SpaceOutliner.match_complete -> use_match_complete: boolean Only use complete matches of search string
+SpaceOutliner.show_restriction_columns -> show_restriction_columns: boolean Show column
+SpaceProperties.brush_texture -> show_brush_texture: boolean Show brush textures
+SpaceProperties.use_pin_id -> use_pin_id: boolean Use the pinned context
+TODO * SpaceSequenceEditor.draw_frames -> draw_frames: boolean Draw frames rather than seconds
+TODO * SpaceSequenceEditor.draw_safe_margin -> draw_safe_margin: boolean Draw title safe margins in preview
+TODO * SpaceSequenceEditor.separate_color_preview -> separate_color_preview: boolean Separate color channels in preview
+TODO * SpaceSequenceEditor.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line
+TODO * SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean Display and edit the grease pencil freehand annotations overlay
+TODO * SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean Transform markers as well as strips
+SpaceTextEditor.find_all -> use_find_all: boolean Search in all text datablocks, instead of only the active one
+SpaceTextEditor.find_wrap -> use_find_wrap: boolean Search again from the start of the file when reaching the end
+SpaceTextEditor.line_numbers -> show_line_numbers: boolean Show line numbers next to the text
+SpaceTextEditor.live_edit -> use_live_edit: boolean Run python while editing
+SpaceTextEditor.overwrite -> use_overwrite: boolean Overwrite characters when typing rather than inserting them
+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.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
+SpaceUVEditor.draw_other_objects -> show_other_objects: boolean Draw other selected objects that share the same image
+SpaceUVEditor.draw_smooth_edges -> show_smooth_edges: boolean Draw UV edges anti-aliased
+SpaceUVEditor.draw_stretch -> show_stretch: boolean Draw faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)
+SpaceUVEditor.live_unwrap -> use_live_unwrap: boolean Continuously unwrap the selected UV island while transforming pinned vertices
+SpaceUVEditor.normalized_coordinates -> show_normalized_coordinates: boolean Display UV coordinates from 0.0 to 1.0 rather than in pixels
+SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels: boolean Snap UVs to pixel locations while editing
+SpaceView3D.all_object_origins -> show_all_objects_origin: boolean Show the object origin center dot for all (selected and unselected) objects
+SpaceView3D.display_background_images -> show_background_images: boolean Display reference images behind objects in the 3D View
+SpaceView3D.display_floor -> show_floor: boolean Show the ground plane grid in perspective view
+SpaceView3D.display_render_override -> show_render_override: boolean Display only objects which will be rendered
+SpaceView3D.display_x_axis -> show_axis_x: boolean Show the X axis line in perspective view
+SpaceView3D.display_y_axis -> show_axis_y: boolean Show the Y axis line in perspective view
+SpaceView3D.display_z_axis -> show_axis_z: boolean Show the Z axis line in perspective view
+TODO * SpaceView3D.layers -> layers: boolean Layers visible in this 3D View
+SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean Use the scene's active camera and layers in this view, rather than local layers
+SpaceView3D.manipulator -> use_manipulator: boolean Use a 3D manipulator widget for controlling transforms
+SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean Use the manipulator for rotation transformations
+SpaceView3D.manipulator_scale -> use_manipulator_scale: boolean Use the manipulator for scale transformations
+SpaceView3D.manipulator_translate -> use_manipulator_translate: boolean Use the manipulator for movement transformations
+SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean Limit selection to visible (clipped with depth buffer)
+SpaceView3D.outline_selected -> show_outline_selected: boolean Show an outline highlight around selected objects in non-wireframe views
+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
+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
+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
+Spline.cyclic_v -> use_cyclic_v: boolean Make this surface a closed loop in the V direction
+Spline.endpoint_u -> use_endpoint_u: boolean Make this nurbs curve or surface meet the endpoints in the U direction (Cyclic U must be disabled)
+Spline.endpoint_v -> use_endpoint_v: boolean Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled)
+TODO * Spline.hide -> hide: boolean Hide this curve in editmode
+Spline.smooth -> use_smooth: boolean Smooth the normals of the surface or beveled curve
+SplineIKConstraint.chain_offset -> use_chain_offset: boolean Offset the entire chain relative to the root joint
+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
+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)
+SpotLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects
+SpotLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows
+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
+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
+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
+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
+TextMarker.edit_all -> use_edit_all: boolean, (read-only) Edit all markers of the same group as one
+TODO * TextMarker.temporary -> is_temporary: boolean, (read-only) Marker is temporary
+Texture.use_color_ramp -> use_color_ramp: boolean Toggle color ramp operations
+Texture.use_nodes -> use_nodes: boolean Make this a node-based texture
+Texture.use_preview_alpha -> use_preview_alpha: boolean Show Alpha in Preview Render
+TextureNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation
+TextureSlot.negate -> use_negate: boolean Inverts the values of the texture to reverse its effect
+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
+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
+ToolSettings.etch_autoname -> use_etch_autoname: boolean DOC BROKEN
+ToolSettings.etch_overdraw -> use_etch_overdraw: boolean DOC BROKEN
+ToolSettings.etch_quick -> use_etch_quick: boolean DOC BROKEN
+ToolSettings.mesh_selection_mode -> use_mesh_selection_mode: boolean Which mesh elements selection works on
+ToolSettings.record_with_nla -> use_record_with_nla: boolean Add a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweaking
+ToolSettings.snap -> use_snap: boolean Snap during transform
+ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean Align rotation with the snapping target
+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
+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
+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
+UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_auto_keyingset: boolean Automatic keyframe insertion using active Keying Set
+UserPreferencesEdit.drag_immediately -> use_drag_immediately: boolean Moving things with a mouse drag confirms when releasing the button
+UserPreferencesEdit.duplicate_action -> use_duplicate_action: boolean Causes actions to be duplicated with the object
+UserPreferencesEdit.duplicate_armature -> use_duplicate_armature: boolean Causes armature data to be duplicated with the object
+UserPreferencesEdit.duplicate_curve -> use_duplicate_curve: boolean Causes curve data to be duplicated with the object
+UserPreferencesEdit.duplicate_fcurve -> use_duplicate_fcurve: boolean Causes F-curve data to be duplicated with the object
+UserPreferencesEdit.duplicate_lamp -> use_duplicate_lamp: boolean Causes lamp data to be duplicated with the object
+UserPreferencesEdit.duplicate_material -> use_duplicate_material: boolean Causes material data to be duplicated with the object
+UserPreferencesEdit.duplicate_mesh -> use_duplicate_mesh: boolean Causes mesh data to be duplicated with the object
+UserPreferencesEdit.duplicate_metaball -> use_duplicate_metaball: boolean Causes metaball data to be duplicated with the object
+UserPreferencesEdit.duplicate_particle -> use_duplicate_particle: boolean Causes particle systems to be duplicated with the object
+UserPreferencesEdit.duplicate_surface -> use_duplicate_surface: boolean Causes surface data to be duplicated with the object
+UserPreferencesEdit.duplicate_text -> use_duplicate_text: boolean Causes text data to be duplicated with the object
+UserPreferencesEdit.duplicate_texture -> use_duplicate_texture: boolean Causes texture data to be duplicated with the object
+UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode: boolean Enter Edit Mode automatically after adding a new object
+UserPreferencesEdit.global_undo -> use_global_undo: boolean Global undo works by keeping a full copy of the file itself in memory, so takes extra memory
+UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke: boolean Simplify the final stroke
+UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke: boolean Smooth the final stroke
+UserPreferencesEdit.insertkey_xyz_to_rgb -> show_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis
+UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed: boolean Keyframe insertion only when keyframe needed
+UserPreferencesEdit.snap_rotate -> use_snap_grid_rotate: boolean Snap objects and sub-objects to grid units when rotating
+UserPreferencesEdit.snap_scale -> use_snap_grid_scale: boolean Snap objects and sub-objects to grid units when scaling
+UserPreferencesEdit.snap_translate -> use_snap_grid_translate: boolean Snap objects and sub-objects to grid units when moving
+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.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
+UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean Default relative path option for the file selector
+UserPreferencesInput.continuous_mouse -> use_continuous_mouse: boolean Allow moving the mouse outside the view on some manipulations (transform, ui control drag)
+UserPreferencesInput.emulate_3_button_mouse -> use_emulate_3_button_mouse: boolean Emulates Middle Mouse with Alt+LeftMouse (doesn't work with Left Mouse Select option)
+UserPreferencesInput.emulate_numpad -> use_emulate_numpad: boolean Causes the 1 to 0 keys to act as the numpad (useful for laptops)
+UserPreferencesInput.invert_zoom_direction -> invert_zoom: boolean Invert the axis of mouse movement for zooming
+UserPreferencesSystem.auto_execute_scripts -> use_scripts_auto_execute: boolean Allow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)
+UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean Enables automatic saving of preview images in the .blend file (Windows only)
+UserPreferencesSystem.international_fonts -> use_fonts_international: boolean Use international fonts
+UserPreferencesSystem.tabs_as_spaces -> use_tabs_as_spaces: boolean Automatically converts all new tabs into spaces for new and loaded text files
+UserPreferencesSystem.translate_buttons -> show_translate_buttons: boolean Translate button labels
+UserPreferencesSystem.translate_toolbox -> show_translate_toolbox: boolean Translate toolbox menu
+UserPreferencesSystem.translate_tooltips -> show_translate_tooltips: boolean Translate Tooltips
+UserPreferencesSystem.use_antialiasing -> show_antialiasing: boolean Use anti-aliasing for the 3D view (may impact redraw performance)
+UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)
+UserPreferencesSystem.use_textured_fonts -> show_fonts_textured: boolean Use textures for drawing international fonts
+UserPreferencesSystem.use_vbos -> use_vertex_buffer_objects: boolean Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering
+UserPreferencesSystem.use_weight_color_range -> show_weight_color_range: boolean Enable color range used for weight visualization in weight painting mode
+UserPreferencesView.auto_depth -> use_mouse_auto_depth: boolean Use the depth under the mouse to improve view pan/rotate/zoom functionality
+UserPreferencesView.auto_perspective -> show_auto_perspective: boolean Automatically switch between orthographic and perspective when changing from top/front/side views
+UserPreferencesView.directional_menus -> show_directional_menus: boolean Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction
+UserPreferencesView.display_object_info -> show_object_info: boolean Display objects name and frame number in 3D view
+UserPreferencesView.global_pivot -> show_global_pivot: boolean Lock the same rotation/scaling pivot in all 3D Views
+UserPreferencesView.global_scene -> show_global_scene: boolean Forces the current Scene to be displayed in all Screens
+UserPreferencesView.open_mouse_over -> use_mouse_over_open: boolean Open menu buttons and pulldowns automatically when the mouse is hovering
+UserPreferencesView.pin_floating_panels -> show_pin_floating_panels: boolean Make floating panels invoked by a hotkey (e.g. N Key) open at the previous location
+UserPreferencesView.rotate_around_selection -> use_rotate_around_selection: boolean Use selection as the pivot point
+UserPreferencesView.show_mini_axis -> show_mini_axis: boolean Show a small rotating 3D axis in the bottom left corner of the 3D View
+UserPreferencesView.show_playback_fps -> show_playback_fps: boolean Show the frames per second screen refresh rate, while animation is played back
+UserPreferencesView.show_splash -> show_splash: boolean Display splash screen on startup
+UserPreferencesView.show_view_name -> show_view_name: boolean Show the name of the view's direction in each 3D View
+UserPreferencesView.tooltips -> use_tooltips: boolean Display tooltips
+UserPreferencesView.use_column_layout -> show_column_layout: boolean Use a column layout for toolbox
+UserPreferencesView.use_large_cursors -> show_large_cursors: boolean Use large mouse cursors when available
+UserPreferencesView.use_manipulator -> show_manipulator: boolean Use 3D transform manipulator
+UserPreferencesView.use_middle_mouse_paste -> use_mouse_mmb_paste: boolean In text window, paste with middle mouse button instead of panning
+UserPreferencesView.wheel_invert_zoom -> invert_mouse_wheel_zoom: boolean Swap the Mouse Wheel zoom direction
+UserPreferencesView.zoom_to_mouse -> use_zoom_ato_mouse: boolean Zoom in towards the mouse pointer's position in the 3D view, rather than the 2D window center
+UserSolidLight.enabled -> use: boolean Enable this OpenGL light in solid draw mode
+VertexPaint.all_faces -> use_all_faces: boolean Paint on all faces inside brush
+VertexPaint.normals -> use_normals: boolean Applies the vertex normal before painting
+VertexPaint.spray -> use_spray: boolean Keep applying paint effect while holding mouse
+VisibilityActuator.children -> show_occluded_children: boolean Set all the children of this object to the same visibility/occlusion recursively
+VisibilityActuator.occlusion -> show_occluded: boolean Set the object to occlude objects behind it. Initialized from the object type in physics button
+VisibilityActuator.visible -> show: boolean Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)
+VoxelData.still -> use_still: boolean Always render a still frame from the voxel data sequence
+WaveModifier.cyclic -> use_cyclic: boolean Cyclic wave effect
+WaveModifier.normals -> show_normals: boolean Displace along normals
+WaveModifier.x -> use_x: boolean X axis motion
+WaveModifier.x_normal -> use_normal_x: boolean Enable displacement along the X normal
+WaveModifier.y -> use_y: boolean Y axis motion
+WaveModifier.y_normal -> use_normal_y: boolean Enable displacement along the Y normal
+WaveModifier.z_normal -> use_normal_z: boolean Enable displacement along the Z normal
+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.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
+WorldStarsSettings.use_stars -> use_stars: boolean Enable starfield generation
+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
diff --git a/source/blender/makesrna/rna_cleanup/rna_cleaner.py b/source/blender/makesrna/rna_cleanup/rna_cleaner.py
new file mode 100755
index 00000000000..ca56aab60dd
--- /dev/null
+++ b/source/blender/makesrna/rna_cleanup/rna_cleaner.py
@@ -0,0 +1,269 @@
+#! /usr/bin/env python3
+
+"""
+This script is used to help cleaning RNA api.
+
+Typical line in the input file (elements in [] are optional).
+
+[comment *] ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean [Align rotation with the snapping target]
+"""
+
+
+def font_bold(mystring):
+ """
+ Formats the string as bold, to be used in printouts.
+ """
+ font_bold = "\033[1m"
+ font_reset = "\033[0;0m"
+ return font_bold + mystring + font_reset
+
+
+def usage():
+ """
+ Prints script usage.
+ """
+ import sys
+ scriptname = sys.argv[0]
+ sort_choices_string = '|'.join(sort_choices)
+ message = "\nUSAGE:"
+ message += "\n%s input-file (.txt|.py) order-priority (%s).\n" % (font_bold(scriptname), sort_choices_string)
+ message += "%s -h for help\n" % font_bold(scriptname)
+ print(message)
+ exit()
+
+
+def help():
+ """
+ Prints script' help.
+ """
+ message = '\nHELP:'
+ message += '\nRun this script to re-format the edits you make in the input file.\n'
+ message += 'Do quick modification to important fields like \'to\' and don\'t care about fields like \'changed\' or \'description\' and save.\n'
+ message += 'The script outputs 3 files:\n'
+ message += ' 1) *_clean.txt: is formatted same as the .txt input, can be edited by user.\n'
+ message += ' 2) *_clean.py: is formatted same as the .py input, can be edited by user.\n'
+ message += ' 3) rna_api.py is not formatted for readability and go under complete check. Can be used for rna cleanup.\n'
+ print(message)
+ usage()
+
+
+def check_commandline():
+ """
+ Takes parameters from the commandline.
+ """
+ import sys
+ # Usage
+ if len(sys.argv)==1 or len(sys.argv)>3:
+ usage()
+ if sys.argv[1]!= '-h':
+ input_filename = sys.argv[1]
+ else:
+ help()
+ if not (input_filename[-4:] == '.txt' or input_filename[-3:] == '.py'):
+ print ('\nBad input file extension... exiting.')
+ usage()
+ if len(sys.argv)==2:
+ order_priority = default_sort_choice
+ print ('\nSecond parameter missing: choosing to order by %s.' % font_bold(order_priority))
+ elif len(sys.argv)==3:
+ order_priority = sys.argv[2]
+ if order_priority not in sort_choices:
+ print('\nWrong order_priority... exiting.')
+ usage()
+ return (input_filename, order_priority)
+
+
+def check_prefix(prop):
+ # reminder: props=[comment, changed, bclass, bfrom, bto, kwcheck, btype, description]
+ if '_' in prop:
+ prefix = prop.split('_')[0]
+ if prefix not in kw_prefixes:
+ return 'BAD-PREFIX: ' + prefix
+ else:
+ return prefix + '_'
+ elif prop in kw:
+ return 'SPECIAL-KEYWORD: ' + prop
+ else:
+ return 'BAD-KEYWORD: ' + prop
+
+
+def check_if_changed(a,b):
+ if a != b: return 'changed'
+ else: return 'same'
+
+
+def get_props_from_txt(input_filename):
+ """
+ If the file is *.txt, the script assumes it is formatted as outlined in this script docstring
+ """
+
+ file=open(input_filename,'r')
+ file_lines=file.readlines()
+ file.close()
+
+ props_list=[]
+ props_length_max=[0,0,0,0,0,0,0,0]
+ for line in file_lines:
+
+ # debug
+ #print(line)
+
+ # empty line or comment
+ if not line.strip() or line.startswith('#'):
+ continue
+
+ # class
+ [bclass, tail] = [x.strip() for x in line.split('.', 1)]
+
+ # comment
+ if '*' in bclass:
+ [comment, bclass] = [x.strip() for x in bclass.split('*', 1)]
+ else:
+ comment= ''
+
+ # skipping the header if we have one.
+ # the header is assumed to be "NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION"
+ if comment == 'NOTE' and bclass == 'CLASS':
+ continue
+
+ # from
+ [bfrom, tail] = [x.strip() for x in tail.split('->', 1)]
+
+ # to
+ [bto, tail] = [x.strip() for x in tail.split(':', 1)]
+
+ # type, description
+ try:
+ [btype, description] = tail.split(None, 1)
+ if '"' in description:
+ description.replace('"', "'")
+ except ValueError:
+ [btype, description] = [tail,'NO DESCRIPTION']
+
+ # keyword-check
+ kwcheck = check_prefix(bto)
+
+ # changed
+ changed = check_if_changed(bfrom, bto)
+
+ # lists formatting
+ props=[comment, changed, bclass, bfrom, bto, kwcheck, btype, description]
+ props_list.append(props)
+ props_length_max=list(map(max,zip(props_length_max,list(map(len,props)))))
+
+ return (props_list,props_length_max)
+
+
+def get_props_from_py(input_filename):
+ """
+ If the file is *.py, the script assumes it contains a python list (as "rna_api=[...]")
+ This means that this script executes the text in the py file with an exec(text).
+ """
+ file=open(input_filename,'r')
+ file_text=file.read()
+ file.close()
+
+ # adds the list "rna_api" to this function's scope
+ rna_api = __import__(input_filename[:-3]).rna_api
+
+ props_length_max = [0 for i in rna_api[0]] # this way if the vector will take more elements we are safe
+ for props in rna_api:
+ [comment, changed, bclass, bfrom, bto, kwcheck, btype, description] = props
+ kwcheck = check_prefix(bto) # keyword-check
+ changed = check_if_changed(bfrom, bto) # changed?
+ props=[comment, changed, bclass, bfrom, bto, kwcheck, btype, description]
+ props_length = list(map(len,props)) # lengths
+ props_length_max = list(map(max,zip(props_length_max,props_length))) # max lengths
+ return (rna_api,props_length_max)
+
+
+def read_file(input_filename):
+ if input_filename[-4:] == '.txt':
+ props_list,props_length_max = get_props_from_txt(input_filename)
+ elif input_filename[-3:] == '.py':
+ props_list,props_length_max = get_props_from_py(input_filename)
+ return (props_list,props_length_max)
+
+
+def sort(props_list, sort_priority):
+ """
+ reminder
+ props=[comment, changed, bclass, bfrom, bto, kwcheck, btype, description]
+ """
+
+ # order based on the i-th element in lists
+ i = sort_choices.index(sort_priority)
+ if i == 0:
+ props_list = sorted(props_list, key=lambda p: p[i], reverse=True)
+ else:
+ props_list = sorted(props_list, key=lambda p: p[i])
+
+ print ('\nSorted by %s.' % font_bold(sort_priority))
+ return props_list
+
+
+def write_files(props_list, props_length_max):
+ """
+ Writes in 3 files:
+ * output_filename_txt: formatted as txt input file
+ * output_filename_py: formatted for readability (could be worked on)
+ * rna_api.py: unformatted, just as final output
+ """
+
+ # horrible :) will use os.path more properly, I'm being lazy
+ if input_filename[-4:] == '.txt':
+ if input_filename[-9:] == '_work.txt':
+ base_filename = input_filename[:-9]
+ else:
+ base_filename = input_filename[:-4]
+ elif input_filename[-3:] == '.py':
+ if input_filename[-8:] == '_work.py':
+ base_filename = input_filename[:-8]
+ else:
+ base_filename = input_filename[:-3]
+
+ f_rna = open("rna_api.py",'w')
+ f_txt = open(base_filename+'_work.txt','w')
+ f_py = open(base_filename+'_work.py','w')
+
+ # reminder: props=[comment, changed, bclass, bfrom, bto, kwcheck, btype, description]
+ # [comment *] ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean [Align rotation with the snapping target]
+ rna = '# "NOTE", "CHANGED", "CLASS", "FROM", "TO", "KEYWORD-CHECK", "TYPE", "DESCRIPTION" \n'
+ py = '# "NOTE" , "CHANGED", "CLASS" , "FROM" , "TO" , "KEYWORD-CHECK" , "TYPE" , "DESCRIPTION" \n'
+ txt = 'NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION \n'
+ for props in props_list:
+ #txt
+ txt += '%s * %s.%s -> %s: %s %s\n' % tuple(props[:1] + props[2:5] + props[6:]) # awful I'll do it smarter later
+ # rna_api
+ rna += ' ("%s", "%s", "%s", "%s", "%s", "%s", "%s", "%s"),\n' % tuple(props)
+ # py
+ blanks = [' '* (x[0]-x[1]) for x in zip(props_length_max,list(map(len,props)))]
+ props = ['"%s"%s'%(x[0],x[1]) for x in zip(props,blanks)]
+ py += ' (%s, %s, %s, %s, %s, %s, %s, %s),\n' % tuple(props)
+ f_txt.write(txt)
+ f_py.write("rna_api = [\n%s ]\n" % py)
+ f_rna.write("rna_api = [\n%s ]\n" % rna)
+
+ print ('\nSaved %s, %s and %s.\n' % (font_bold(f_txt.name), font_bold(f_py.name), font_bold(f_rna.name) ) )
+
+
+def main():
+
+ global input_filename
+ global sort_choices, default_sort_choice
+ global kw_prefixes, kw
+
+ sort_choices = ['note','changed','class','from','to','kw']
+ default_sort_choice = sort_choices[0]
+ kw_prefixes = ['invert','is','lock','show','showonly','use','useonly']
+ kw = ['hidden','selected','layer','state']
+
+ input_filename, sort_priority = check_commandline()
+ props_list,props_length_max = read_file(input_filename)
+ props_list = sort(props_list,sort_priority)
+ write_files(props_list,props_length_max)
+
+
+if __name__=='__main__':
+ main()
+