diff options
Diffstat (limited to 'source/blender/makesrna/rna_cleanup/rna_properties.txt')
-rw-r--r-- | source/blender/makesrna/rna_cleanup/rna_properties.txt | 152 |
1 files changed, 76 insertions, 76 deletions
diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt index f6979075898..b55dcd58dfb 100644 --- a/source/blender/makesrna/rna_cleanup/rna_properties.txt +++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt @@ -12,8 +12,8 @@ ActionActuator.property -> property: string Use this property to define th ActionConstraint.action -> action: pointer ActionConstraint.frame_end -> frame_end: int Last frame of the Action to use ActionConstraint.frame_start -> frame_start: int First frame of the Action to use -ActionConstraint.maximum -> maximum: float Maximum value for target channel range -ActionConstraint.minimum -> minimum: float Minimum value for target channel range +ActionConstraint.maximum -> max: float Maximum value for target channel range +ActionConstraint.minimum -> min: float Minimum value for target channel range ActionConstraint.subtarget -> subtarget: string ActionConstraint.target -> target: pointer Target Object ActionConstraint.transform_channel -> transform_channel: enum Transformation channel from the target that is used to key the Action @@ -148,7 +148,7 @@ BoidSettings.land_max_ave -> land_max_ave: float Maximum angular velocity BoidSettings.land_max_speed -> land_max_speed: float Maximum speed on land BoidSettings.land_personal_space -> land_personal_space: float Radius of boids personal space on land (% of particle size) BoidSettings.land_stick_force -> land_stick_force: float How strong a force must be to start effecting a boid on land -BoidSettings.landing_smoothness -> landing_smoothness: float How smoothly the boids land +BoidSettings.landing_smoothness -> land_smooth: float How smoothly the boids land BoidSettings.range -> range: float The maximum distance from which a boid can attack BoidSettings.states -> states: collection, (read-only) BoidSettings.strength -> strength: float Maximum caused damage on attack per second @@ -156,7 +156,7 @@ BoidState.active_boid_rule -> active_boid_rule: pointer, (read-only) BoidState.active_boid_rule_index -> active_boid_rule_index: int BoidState.falloff -> falloff: float BoidState.name -> name: string Boid state name -BoidState.rule_fuzziness -> rule_fuzziness: float +BoidState.rule_fuzziness -> rule_fuzzy: float BoidState.rules -> rules: collection, (read-only) BoidState.ruleset_type -> ruleset_type: enum How the rules in the list are evaluated BoidState.volume -> volume: float @@ -238,7 +238,7 @@ ClampToConstraint.target -> target: pointer Target Object ClothCollisionSettings.collision_quality -> collision_quality: int How many collision iterations should be done. (higher is better quality but slower) ClothCollisionSettings.friction -> friction: float Friction force if a collision happened. (higher = less movement) ClothCollisionSettings.group -> group: pointer Limit colliders to this Group -ClothCollisionSettings.min_distance -> min_distance: float Minimum distance between collision objects before collision response takes in +ClothCollisionSettings.min_distance -> distance_min: float Minimum distance between collision objects before collision response takes in ClothCollisionSettings.self_collision_quality -> self_collision_quality: int How many self collision iterations should be done. (higher is better quality but slower) ClothCollisionSettings.self_friction -> self_friction: float Friction/damping with self contact ClothCollisionSettings.self_min_distance -> self_min_distance: float 0.5 means no distance at all, 1.0 is maximum distance @@ -348,7 +348,7 @@ CompositorNodeDBlur.zoom -> zoom: float CompositorNodeDefocus.angle -> angle: int Bokeh shape rotation offset in degrees CompositorNodeDefocus.bokeh -> bokeh: enum CompositorNodeDefocus.f_stop -> f_stop: float Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius -CompositorNodeDefocus.max_blur -> max_blur: float blur limit, maximum CoC radius, 0=no limit +CompositorNodeDefocus.max_blur -> blur_max: float blur limit, maximum CoC radius, 0=no limit CompositorNodeDefocus.samples -> samples: int Number of samples (16=grainy, higher=less noise) CompositorNodeDefocus.threshold -> threshold: float CoC radius threshold, prevents background bleed on in-focus midground, 0=off CompositorNodeDefocus.z_scale -> z_scale: float Scales the Z input when not using a zbuffer, controls maximum blur designated by the color white or input value 1 @@ -417,8 +417,8 @@ CompositorNodeTonemap.offset -> offset: float Normally always 1, but can b CompositorNodeTonemap.tonemap_type -> tonemap_type: enum CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, (read-only) CompositorNodeVecBlur.factor -> factor: float Scaling factor for motion vectors; actually 'shutter speed' in frames -CompositorNodeVecBlur.max_speed -> max_speed: int Maximum speed, or zero for none -CompositorNodeVecBlur.min_speed -> min_speed: int Minimum speed for a pixel to be blurred; used to separate background from foreground +CompositorNodeVecBlur.max_speed -> speed_max: int Maximum speed, or zero for none +CompositorNodeVecBlur.min_speed -> speed_min: int Minimum speed for a pixel to be blurred; used to separate background from foreground CompositorNodeVecBlur.samples -> samples: int ConsoleLine.current_character -> current_character: int ConsoleLine.line -> line: string Text in the line @@ -440,9 +440,9 @@ ConstraintActuator.limit -> limit: enum ConstraintActuator.limit_max -> limit_max: float ConstraintActuator.limit_min -> limit_min: float ConstraintActuator.material -> material: string Ray detects only Objects with this material -ConstraintActuator.max_angle -> max_angle: float Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max -ConstraintActuator.max_rotation -> max_rotation: float Reference Direction -ConstraintActuator.min_angle -> min_angle: float Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max +ConstraintActuator.max_angle -> angle_max: float Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max +ConstraintActuator.max_rotation -> rotation_max: float Reference Direction +ConstraintActuator.min_angle -> angle_min: float Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max ConstraintActuator.mode -> mode: enum The type of the constraint ConstraintActuator.property -> property: string Ray detect only Objects with this property ConstraintActuator.range -> range: float Set the maximum length of ray @@ -669,12 +669,12 @@ FModifierCycles.after_mode -> after_mode: enum Cycling mode to use after l FModifierCycles.before_cycles -> before_cycles: float Maximum number of cycles to allow before first keyframe. (0 = infinite) FModifierCycles.before_mode -> before_mode: enum Cycling mode to use before first keyframe FModifierEnvelope.control_points -> control_points: collection, (read-only) Control points defining the shape of the envelope -FModifierEnvelope.default_maximum -> default_maximum: float Upper distance from Reference Value for 1:1 default influence -FModifierEnvelope.default_minimum -> default_minimum: float Lower distance from Reference Value for 1:1 default influence +FModifierEnvelope.default_maximum -> default_max: float Upper distance from Reference Value for 1:1 default influence +FModifierEnvelope.default_minimum -> default_min: float Lower distance from Reference Value for 1:1 default influence FModifierEnvelope.reference_value -> reference_value: float Value that envelope's influence is centered around / based on FModifierEnvelopeControlPoint.frame -> frame: float Frame this control-point occurs on -FModifierEnvelopeControlPoint.maximum -> maximum: float Upper bound of envelope at this control-point -FModifierEnvelopeControlPoint.minimum -> minimum: float Lower bound of envelope at this control-point +FModifierEnvelopeControlPoint.maximum -> max: float Upper bound of envelope at this control-point +FModifierEnvelopeControlPoint.minimum -> min: float Lower bound of envelope at this control-point FModifierFunctionGenerator.amplitude -> amplitude: float Scale factor determining the maximum/minimum values FModifierFunctionGenerator.function_type -> function_type: enum Type of built-in function to use FModifierFunctionGenerator.phase_multiplier -> phase_multiplier: float Scale factor determining the 'speed' of the function @@ -683,10 +683,10 @@ FModifierFunctionGenerator.value_offset -> value_offset: float Constant fa FModifierGenerator.coefficients -> coefficients: float Coefficients for 'x' (starting from lowest power of x^0) FModifierGenerator.mode -> mode: enum Type of generator to use FModifierGenerator.poly_order -> poly_order: int The highest power of 'x' for this polynomial. (number of coefficients - 1) -FModifierLimits.maximum_x -> maximum_x: float Highest X value to allow -FModifierLimits.maximum_y -> maximum_y: float Highest Y value to allow -FModifierLimits.minimum_x -> minimum_x: float Lowest X value to allow -FModifierLimits.minimum_y -> minimum_y: float Lowest Y value to allow +FModifierLimits.maximum_x -> max_x: float Highest X value to allow +FModifierLimits.maximum_y -> max_y: float Highest Y value to allow +FModifierLimits.minimum_x -> min_x: float Lowest X value to allow +FModifierLimits.minimum_y -> min_y: float Lowest Y value to allow FModifierNoise.depth -> depth: int Amount of fine level detail present in the noise FModifierNoise.modification -> modification: enum Method of modifying the existing F-Curve FModifierNoise.phase -> phase: float A random seed for the noise effect @@ -716,13 +716,13 @@ FieldSettings.guide_minimum -> guide_minimum: float The distance from whic FieldSettings.harmonic_damping -> harmonic_damping: float Damping of the harmonic force FieldSettings.inflow -> inflow: float Inwards component of the vortex force FieldSettings.linear_drag -> linear_drag: float Drag component proportional to velocity -FieldSettings.maximum_distance -> maximum_distance: float Maximum distance for the field to work -FieldSettings.minimum_distance -> minimum_distance: float Minimum distance for the field's fall-off +FieldSettings.maximum_distance -> distance_max: float Maximum distance for the field to work +FieldSettings.minimum_distance -> distance_min: float Minimum distance for the field's fall-off FieldSettings.noise -> noise: float Noise of the force FieldSettings.quadratic_drag -> quadratic_drag: float Drag component proportional to the square of velocity FieldSettings.radial_falloff -> radial_falloff: float Radial falloff power (real gravitational falloff = 2) -FieldSettings.radial_maximum -> radial_maximum: float Maximum radial distance for the field to work -FieldSettings.radial_minimum -> radial_minimum: float Minimum radial distance for the field's fall-off +FieldSettings.radial_maximum -> radial_max: float Maximum radial distance for the field to work +FieldSettings.radial_minimum -> radial_min: float Minimum radial distance for the field's fall-off FieldSettings.rest_length -> rest_length: float Rest length of the harmonic force FieldSettings.seed -> seed: int Seed of the noise FieldSettings.shape -> shape: enum Which direction is used to calculate the effector force @@ -773,8 +773,8 @@ GPencilLayer.active_frame -> active_frame: pointer, (read-only) Frame curr GPencilLayer.color -> color: float Color for all strokes in this layer GPencilLayer.frames -> frames: collection, (read-only) Sketches for this layer on different frames GPencilLayer.info -> info: string Layer name -GPencilLayer.line_thickness -> line_thickness: int Thickness of strokes (in pixels) -GPencilLayer.max_ghost_range -> max_ghost_range: int Maximum number of frames on either side of the active frame to show (0 = show the 'first' available sketch on either side) +GPencilLayer.line_thickness -> line_width: int Thickness of strokes (in pixels) +GPencilLayer.max_ghost_range -> ghost_range_max: int Maximum number of frames on either side of the active frame to show (0 = show the 'first' available sketch on either side) GPencilLayer.opacity -> opacity: float Layer Opacity GPencilStroke.points -> points: collection, (read-only) Stroke data points GPencilStrokePoint.co -> co: float @@ -791,8 +791,8 @@ GameObjectSettings.damping -> damping: float General movement damping GameObjectSettings.form_factor -> form_factor: float Form factor scales the inertia tensor GameObjectSettings.friction_coefficients -> friction_coefficients: float Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled GameObjectSettings.mass -> mass: float Mass of the object -GameObjectSettings.maximum_velocity -> maximum_velocity: float Clamp velocity to this maximum speed -GameObjectSettings.minimum_velocity -> minimum_velocity: float Clamp velocity to this minimum speed (except when totally still) +GameObjectSettings.maximum_velocity -> velocity_max: float Clamp velocity to this maximum speed +GameObjectSettings.minimum_velocity -> velocity_min: float Clamp velocity to this minimum speed (except when totally still) GameObjectSettings.physics_type -> physics_type: enum Selects the type of physical representation GameObjectSettings.properties -> properties: collection, (read-only) Game engine properties GameObjectSettings.radius -> radius: float Radius of bounding sphere and material physics @@ -803,7 +803,7 @@ GameProperty.name -> name: string Available as GameObject attributes in th GameProperty.type -> type: enum GameSoftBodySettings.cluster_iterations -> cluster_iterations: int Specify the number of cluster iterations GameSoftBodySettings.dynamic_friction -> dynamic_friction: float Dynamic Friction -GameSoftBodySettings.linstiff -> linstiff: float Linear stiffness of the soft body links +GameSoftBodySettings.linstiff -> linear_stiffness: float Linear stiffness of the soft body links GameSoftBodySettings.margin -> margin: float Collision margin for soft body. Small value makes the algorithm unstable GameSoftBodySettings.position_iterations -> position_iterations: int Position solver iterations GameSoftBodySettings.threshold -> threshold: float Shape matching threshold @@ -909,9 +909,9 @@ IntProperty.step -> step: int, (read-only) Step size used by number button Itasc.dampeps -> dampeps: float Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1 Itasc.dampmax -> dampmax: float Maximum damping coefficient when singular value is nearly 0. Higher values=more stability, less reactivity. Default=0.5 Itasc.feedback -> feedback: float Feedback coefficient for error correction. Average response time=1/feedback. Default=20 -Itasc.max_step -> max_step: float Higher bound for timestep in second in case of automatic substeps -Itasc.max_velocity -> max_velocity: float Maximum joint velocity in rad/s. Default=50 -Itasc.min_step -> min_step: float Lower bound for timestep in second in case of automatic substeps +Itasc.max_step -> step_max: float Higher bound for timestep in second in case of automatic substeps +Itasc.max_velocity -> velocity_max: float Maximum joint velocity in rad/s. Default=50 +Itasc.min_step -> step_min: float Lower bound for timestep in second in case of automatic substeps Itasc.mode -> mode: enum Itasc.num_iter -> num_iter: int Maximum number of iterations for convergence in case of reiteration Itasc.num_step -> num_step: int Divides the frame interval into this many steps @@ -998,13 +998,13 @@ LampSkySettings.atmosphere_extinction -> atmosphere_extinction: float Exti LampSkySettings.atmosphere_inscattering -> atmosphere_inscattering: float Scatter contribution factor LampSkySettings.atmosphere_turbidity -> atmosphere_turbidity: float Sky turbidity LampSkySettings.backscattered_light -> backscattered_light: float Backscattered light -LampSkySettings.horizon_brightness -> horizon_brightness: float Horizon brightness +TODO * LampSkySettings.horizon_brightness -> horizon_intensity: float Horizon brightness LampSkySettings.sky_blend -> sky_blend: float Blend factor with sky LampSkySettings.sky_blend_type -> sky_blend_type: enum Blend mode for combining sun sky with world sky LampSkySettings.sky_color_space -> sky_color_space: enum Color space to use for internal XYZ->RGB color conversion LampSkySettings.sky_exposure -> sky_exposure: float Strength of sky shading exponential exposure correction LampSkySettings.spread -> spread: float Horizon Spread -LampSkySettings.sun_brightness -> sun_brightness: float Sun brightness +TODO * LampSkySettings.sun_brightness -> sun_intensity: float Sun brightness LampSkySettings.sun_intensity -> sun_intensity: float Sun intensity LampSkySettings.sun_size -> sun_size: float Sun size LampTextureSlot.color_factor -> color_factor: float Amount texture affects color values @@ -1031,24 +1031,24 @@ LimitDistanceConstraint.distance -> distance: float Radius of limiting sph LimitDistanceConstraint.limit_mode -> limit_mode: enum Distances in relation to sphere of influence to allow LimitDistanceConstraint.subtarget -> subtarget: string LimitDistanceConstraint.target -> target: pointer Target Object -LimitLocationConstraint.maximum_x -> maximum_x: float Highest X value to allow -LimitLocationConstraint.maximum_y -> maximum_y: float Highest Y value to allow -LimitLocationConstraint.maximum_z -> maximum_z: float Highest Z value to allow -LimitLocationConstraint.minimum_x -> minimum_x: float Lowest X value to allow -LimitLocationConstraint.minimum_y -> minimum_y: float Lowest Y value to allow -LimitLocationConstraint.minimum_z -> minimum_z: float Lowest Z value to allow -LimitRotationConstraint.maximum_x -> maximum_x: float Highest X value to allow -LimitRotationConstraint.maximum_y -> maximum_y: float Highest Y value to allow -LimitRotationConstraint.maximum_z -> maximum_z: float Highest Z value to allow -LimitRotationConstraint.minimum_x -> minimum_x: float Lowest X value to allow -LimitRotationConstraint.minimum_y -> minimum_y: float Lowest Y value to allow -LimitRotationConstraint.minimum_z -> minimum_z: float Lowest Z value to allow -LimitScaleConstraint.maximum_x -> maximum_x: float Highest X value to allow -LimitScaleConstraint.maximum_y -> maximum_y: float Highest Y value to allow -LimitScaleConstraint.maximum_z -> maximum_z: float Highest Z value to allow -LimitScaleConstraint.minimum_x -> minimum_x: float Lowest X value to allow -LimitScaleConstraint.minimum_y -> minimum_y: float Lowest Y value to allow -LimitScaleConstraint.minimum_z -> minimum_z: float Lowest Z value to allow +LimitLocationConstraint.maximum_x -> max_x: float Highest X value to allow +LimitLocationConstraint.maximum_y -> max_y: float Highest Y value to allow +LimitLocationConstraint.maximum_z -> max_z: float Highest Z value to allow +LimitLocationConstraint.minimum_x -> min_x: float Lowest X value to allow +LimitLocationConstraint.minimum_y -> min_y: float Lowest Y value to allow +LimitLocationConstraint.minimum_z -> min_z: float Lowest Z value to allow +LimitRotationConstraint.maximum_x -> max_x: float Highest X value to allow +LimitRotationConstraint.maximum_y -> max_y: float Highest Y value to allow +LimitRotationConstraint.maximum_z -> max_z: float Highest Z value to allow +LimitRotationConstraint.minimum_x -> min_x: float Lowest X value to allow +LimitRotationConstraint.minimum_y -> min_y: float Lowest Y value to allow +LimitRotationConstraint.minimum_z -> min_z: float Lowest Z value to allow +LimitScaleConstraint.maximum_x -> max_x: float Highest X value to allow +LimitScaleConstraint.maximum_y -> max_y: float Highest Y value to allow +LimitScaleConstraint.maximum_z -> max_z: float Highest Z value to allow +LimitScaleConstraint.minimum_x -> min_x: float Lowest X value to allow +LimitScaleConstraint.minimum_y -> min_y: float Lowest Y value to allow +LimitScaleConstraint.minimum_z -> min_z: float Lowest Z value to allow LockedTrackConstraint.locked -> locked: enum Axis that points upward LockedTrackConstraint.subtarget -> subtarget: string LockedTrackConstraint.target -> target: pointer Target Object @@ -1128,13 +1128,13 @@ Material.physics -> physics: pointer, (read-only) Game physics settings Material.preview_render_type -> preview_render_type: enum Type of preview render Material.raytrace_mirror -> raytrace_mirror: pointer, (read-only) Raytraced reflection settings for the material Material.raytrace_transparency -> raytrace_transparency: pointer, (read-only) Raytraced transparency settings for the material -Material.roughness -> roughness: float Oren-Nayar Roughness +Material.roughness -> rough: float Oren-Nayar Roughness Material.shadow_buffer_bias -> shadow_buffer_bias: float Factor to multiply shadow buffer bias with (0 is ignore.) Material.shadow_casting_alpha -> shadow_casting_alpha: float Shadow casting alpha, in use for Irregular and Deep shadow buffer Material.shadow_ray_bias -> shadow_ray_bias: float Shadow raytracing bias to prevent terminator problems on shadow boundary Material.specular_alpha -> specular_alpha: float Alpha transparency for specular areas Material.specular_color -> specular_color: float Specular color of the material -Material.specular_hardness -> specular_hardness: int +Material.specular_hardness -> specular_hard: int Material.specular_intensity -> specular_intensity: float Material.specular_ior -> specular_ior: float Material.specular_ramp -> specular_ramp: pointer, (read-only) Color ramp used to affect specular shading @@ -1159,7 +1159,7 @@ MaterialHalo.flare_seed -> flare_seed: int Specifies an offset in the flar MaterialHalo.flare_size -> flare_size: float Sets the factor by which the flare is larger than the halo MaterialHalo.flare_subsize -> flare_subsize: float Sets the dimension of the subflares, dots and circles MaterialHalo.flares_sub -> flares_sub: int Sets the number of subflares -MaterialHalo.hardness -> hardness: int Sets the hardness of the halo +MaterialHalo.hardness -> hard: int Sets the hardness of the halo MaterialHalo.line_number -> line_number: int Sets the number of star shaped lines rendered over the halo MaterialHalo.rings -> rings: int Sets the number of rings rendered over the halo MaterialHalo.seed -> seed: int Randomizes ring dimension and line location @@ -1194,7 +1194,7 @@ MaterialSlot.link -> link: enum Link material to object or the object's da MaterialSlot.material -> material: pointer Material datablock used by this material slot MaterialSlot.name -> name: string, (read-only) Material slot name MaterialStrand.blend_distance -> blend_distance: float Worldspace distance over which to blend in the surface normal -MaterialStrand.min_size -> min_size: float Minimum size of strands in pixels +MaterialStrand.min_size -> size_min: float Minimum size of strands in pixels MaterialStrand.root_size -> root_size: float Start size of strands in pixels or Blender units MaterialStrand.shape -> shape: float Positive values make strands rounder, negative makes strands spiky MaterialStrand.tip_size -> tip_size: float End size of strands in pixels or Blender units @@ -1221,7 +1221,7 @@ MaterialTextureSlot.diffuse_factor -> diffuse_factor: float Amount texture MaterialTextureSlot.displacement_factor -> displacement_factor: float Amount texture displaces the surface MaterialTextureSlot.emission_factor -> emission_factor: float Amount texture affects emission MaterialTextureSlot.emit_factor -> emit_factor: float Amount texture affects emission -MaterialTextureSlot.hardness_factor -> hardness_factor: float Amount texture affects hardness +MaterialTextureSlot.hardness_factor -> hard_factor: float Amount texture affects hardness MaterialTextureSlot.mapping -> mapping: enum MaterialTextureSlot.mirror_factor -> mirror_factor: float Amount texture affects mirror color MaterialTextureSlot.normal_factor -> normal_factor: float Amount texture affects normal values @@ -1496,7 +1496,7 @@ Object.location -> location: float Location of the object Object.material_slots -> material_slots: collection, (read-only) Material slots in the object Object.matrix_local -> matrix_local: float Parent relative transformation matrix Object.matrix_world -> matrix_world: float Worldspace transformation matrix -Object.max_draw_type -> max_draw_type: enum Maximum draw type to display object with in viewport +Object.max_draw_type -> draw_type: enum Maximum draw type to display object with in viewport Object.mode -> mode: enum, (read-only) Object interaction mode Object.modifiers -> modifiers: collection, (read-only) Modifiers affecting the geometric data of the object Object.motion_path -> motion_path: pointer, (read-only) Motion Path for this element @@ -1752,9 +1752,9 @@ ParticleSystem.vertex_group_field -> vertex_group_field: string Vertex gro ParticleSystem.vertex_group_kink -> vertex_group_kink: string Vertex group to control kink ParticleSystem.vertex_group_length -> vertex_group_length: string Vertex group to control length ParticleSystem.vertex_group_rotation -> vertex_group_rotation: string Vertex group to control rotation -ParticleSystem.vertex_group_roughness1 -> vertex_group_roughness1: string Vertex group to control roughness 1 -ParticleSystem.vertex_group_roughness2 -> vertex_group_roughness2: string Vertex group to control roughness 2 -ParticleSystem.vertex_group_roughness_end -> vertex_group_roughness_end: string Vertex group to control roughness end +ParticleSystem.vertex_group_roughness1 -> vertex_group_rough1: string Vertex group to control roughness 1 +ParticleSystem.vertex_group_roughness2 -> vertex_group_rough2: string Vertex group to control roughness 2 +ParticleSystem.vertex_group_roughness_end -> vertex_group_rough_end: string Vertex group to control roughness end ParticleSystem.vertex_group_size -> vertex_group_size: string Vertex group to control size ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string Vertex group to control tangent ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string Vertex group to control velocity @@ -1783,7 +1783,7 @@ PointCache.step -> step: int Number of frames between cached frames PointDensity.color_ramp -> color_ramp: pointer, (read-only) PointDensity.color_source -> color_source: enum Data to derive color results from PointDensity.falloff -> falloff: enum Method of attenuating density by distance from the point -PointDensity.falloff_softness -> falloff_softness: float Softness of the 'soft' falloff option +PointDensity.falloff_softness -> falloff_soft: float Softness of the 'soft' falloff option PointDensity.noise_basis -> noise_basis: enum Noise formula used for turbulence PointDensity.object -> object: pointer Object to take point data from PointDensity.particle_cache -> particle_cache: enum Co-ordinate system to cache particles in @@ -1865,8 +1865,8 @@ PropertyActuator.object_property -> object_property: string Copy this prop PropertyActuator.property -> property: string The name of the property PropertyActuator.value -> value: string The value to use, use "" around strings PropertySensor.evaluation_type -> evaluation_type: enum Type of property evaluation -PropertySensor.max_value -> max_value: string Specify maximum value in Interval type -PropertySensor.min_value -> min_value: string Specify minimum value in Interval type +PropertySensor.max_value -> value_max: string Specify maximum value in Interval type +PropertySensor.min_value -> value_min: string Specify minimum value in Interval type PropertySensor.property -> property: string PropertySensor.value -> value: string Check for this value in types in Equal or Not Equal types PythonConstraint.number_of_targets -> number_of_targets: int Usually only 1-3 are needed @@ -2023,7 +2023,7 @@ Scene.objects -> objects: collection, (read-only) Scene.orientations -> orientations: collection, (read-only) Scene.pose_templates -> pose_templates: pointer, (read-only) Pose Template Settings Scene.pov_radio_adc_bailout -> pov_radio_adc_bailout: float The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results -Scene.pov_radio_brightness -> pov_radio_brightness: float Amount objects are brightened before being returned upwards to the rest of the system +Scene.pov_radio_brightness -> pov_radio_intensity: float Amount objects are brightened before being returned upwards to the rest of the system Scene.pov_radio_count -> pov_radio_count: int Number of rays that are sent out whenever a new radiosity value has to be calculated Scene.pov_radio_error_bound -> pov_radio_error_bound: float One of the two main speed/quality tuning values, lower values are more accurate Scene.pov_radio_gray_threshold -> pov_radio_gray_threshold: float One of the two main speed/quality tuning values, lower values are more accurate @@ -2140,8 +2140,8 @@ ShaderNodeExtendedMaterial.material -> material: pointer ShaderNodeGeometry.color_layer -> color_layer: string ShaderNodeGeometry.uv_layer -> uv_layer: string ShaderNodeMapping.location -> location: float Location offset for the input coordinate -ShaderNodeMapping.maximum -> maximum: float Maximum value to clamp coordinate to -ShaderNodeMapping.minimum -> minimum: float Minimum value to clamp coordinate to +ShaderNodeMapping.maximum -> max: float Maximum value to clamp coordinate to +ShaderNodeMapping.minimum -> min: float Minimum value to clamp coordinate to ShaderNodeMapping.rotation -> rotation: float Rotation offset for the input coordinate ShaderNodeMapping.scale -> scale: float Scale adjustment for the input coordinate ShaderNodeMaterial.material -> material: pointer @@ -2242,8 +2242,8 @@ SoftBodySettings.lrot -> lrot: float Estimated rotation matrix SoftBodySettings.lscale -> lscale: float Estimated scale matrix SoftBodySettings.mass -> mass: float General Mass value SoftBodySettings.mass_vertex_group -> mass_vertex_group: string Control point mass values -SoftBodySettings.maxstep -> maxstep: int Maximal # solver steps/frame -SoftBodySettings.minstep -> minstep: int Minimal # solver steps/frame +SoftBodySettings.maxstep -> step_max: int Maximal # solver steps/frame +SoftBodySettings.minstep -> step_min: int Minimal # solver steps/frame SoftBodySettings.plastic -> plastic: float Permanent deform SoftBodySettings.pull -> pull: float Edge spring stiffness when longer than rest length SoftBodySettings.push -> push: float Edge spring stiffness when shorter than rest length @@ -2262,9 +2262,9 @@ Sound.packed_file -> packed_file: pointer, (read-only) SoundActuator.cone_inner_angle_3d -> cone_inner_angle_3d: float The angle of the inner cone SoundActuator.cone_outer_angle_3d -> cone_outer_angle_3d: float The angle of the outer cone SoundActuator.cone_outer_gain_3d -> cone_outer_gain_3d: float The gain outside the outer cone. The gain in the outer cone will be interpolated between this value and the normal gain in the inner cone -SoundActuator.max_distance_3d -> max_distance_3d: float The maximum distance at which you can hear the sound -SoundActuator.maximum_gain_3d -> maximum_gain_3d: float The maximum gain of the sound, no matter how near it is -SoundActuator.minimum_gain_3d -> minimum_gain_3d: float The minimum gain of the sound, no matter how far it is away +SoundActuator.max_distance_3d -> distance_3d_max: float The maximum distance at which you can hear the sound +SoundActuator.maximum_gain_3d -> gain_3d_max: float The maximum gain of the sound, no matter how near it is +SoundActuator.minimum_gain_3d -> gain_3d_min: float The minimum gain of the sound, no matter how far it is away SoundActuator.mode -> mode: enum SoundActuator.pitch -> pitch: float Sets the pitch of the sound SoundActuator.reference_distance_3d -> reference_distance_3d: float The distance where the sound has a gain of 1.0 @@ -2410,7 +2410,7 @@ StretchToConstraint.subtarget -> subtarget: string StretchToConstraint.target -> target: pointer Target Object StretchToConstraint.volume -> volume: enum Maintain the object's volume as it stretches StringProperty.default -> default: string, (read-only) string default value -StringProperty.max_length -> max_length: int, (read-only) Maximum length of the string, 0 means unlimited +StringProperty.max_length -> length_max: int, (read-only) Maximum length of the string, 0 means unlimited Struct.base -> base: pointer, (read-only) Struct definition this is derived from Struct.description -> description: string, (read-only) Description of the Struct's purpose Struct.functions -> functions: collection, (read-only) @@ -2435,8 +2435,8 @@ SunLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum Met SunLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows) SunLamp.sky -> sky: pointer, (read-only) Sky related settings for sun lamps TexMapping.location -> location: float -TexMapping.maximum -> maximum: float Maximum value for clipping -TexMapping.minimum -> minimum: float Minimum value for clipping +TexMapping.maximum -> max: float Maximum value for clipping +TexMapping.minimum -> min: float Minimum value for clipping TexMapping.rotation -> rotation: float TexMapping.scale -> scale: float Text.current_character -> current_character: int, (read-only) Index of current character in current line, and also start index of character in selection if one exists @@ -2474,7 +2474,7 @@ TextMarker.group -> group: int, (read-only) TextMarker.line -> line: int, (read-only) Line in which the marker is located TextMarker.start -> start: int, (read-only) Start position of the marker in the line Texture.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock -Texture.brightness -> brightness: float +Texture.brightness -> intensity: float Texture.color_ramp -> color_ramp: pointer, (read-only) Texture.contrast -> contrast: float Texture.factor_blue -> factor_blue: float @@ -3180,7 +3180,7 @@ WorldMistSettings.intensity -> intensity: float Intensity of the mist effe WorldMistSettings.start -> start: float Starting distance of the mist, measured from the camera WorldStarsSettings.average_separation -> average_separation: float Average distance between any two stars WorldStarsSettings.color_randomization -> color_randomization: float Randomize star colors -WorldStarsSettings.min_distance -> min_distance: float Minimum distance to the camera for stars +WorldStarsSettings.min_distance -> distance_min: float Minimum distance to the camera for stars WorldStarsSettings.size -> size: float Average screen dimension of stars WorldTextureSlot.blend_factor -> blend_factor: float Amount texture affects color progression of the background WorldTextureSlot.horizon_factor -> horizon_factor: float Amount texture affects color of the horizon |