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Diffstat (limited to 'source/blender/makesrna/rna_cleanup/rna_properties.txt')
-rw-r--r--source/blender/makesrna/rna_cleanup/rna_properties.txt66
1 files changed, 33 insertions, 33 deletions
diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt
index b55dcd58dfb..e7ad37b0d72 100644
--- a/source/blender/makesrna/rna_cleanup/rna_properties.txt
+++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt
@@ -55,7 +55,7 @@ AreaLamp.shadow_color -> shadow_color: float Color of shadows cast by the
AreaLamp.shadow_method -> shadow_method: enum Method to compute lamp shadow with
AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x: int Amount of samples taken extra (samples x samples)
AreaLamp.shadow_ray_samples_y -> shadow_ray_samples_y: int Amount of samples taken extra (samples x samples)
-AreaLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
+AreaLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
AreaLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows)
AreaLamp.shape -> shape: enum Shape of the area lamp
AreaLamp.size -> size: float Size of the area of the area Lamp, X direction size for Rectangle shapes
@@ -106,10 +106,10 @@ BevelModifier.edge_weight_method -> edge_weight_method: enum What edge wei
BevelModifier.limit_method -> limit_method: enum
BevelModifier.width -> width: float Bevel value/amount
BezierSplinePoint.co -> co: float Coordinates of the control point
-BezierSplinePoint.handle1 -> handle1: float Coordinates of the first handle
-BezierSplinePoint.handle1_type -> handle1_type: enum Handle types
-BezierSplinePoint.handle2 -> handle2: float Coordinates of the second handle
-BezierSplinePoint.handle2_type -> handle2_type: enum Handle types
+BezierSplinePoint.handle1 -> handle_left: float Coordinates of the first handle
+BezierSplinePoint.handle1_type -> handle_left_type: enum Handle types
+BezierSplinePoint.handle2 -> handle_right: float Coordinates of the second handle
+BezierSplinePoint.handle2_type -> handle_right_type: enum Handle types
BezierSplinePoint.radius -> radius: float, (read-only) Radius for bevelling
BezierSplinePoint.tilt -> tilt: float Tilt in 3D View
BezierSplinePoint.weight -> weight: float Softbody goal weight
@@ -134,18 +134,18 @@ BoidSettings.accuracy -> accuracy: float Accuracy of attack
BoidSettings.active_boid_state -> active_boid_state: pointer, (read-only)
BoidSettings.active_boid_state_index -> active_boid_state_index: int
BoidSettings.aggression -> aggression: float Boid will fight this times stronger enemy
-BoidSettings.air_max_acc -> air_max_acc: float Maximum acceleration in air (relative to maximum speed)
-BoidSettings.air_max_ave -> air_max_ave: float Maximum angular velocity in air (relative to 180 degrees)
-BoidSettings.air_max_speed -> air_max_speed: float Maximum speed in air
-BoidSettings.air_min_speed -> air_min_speed: float Minimum speed in air (relative to maximum speed)
+BoidSettings.air_max_acc -> air_acc_max: float Maximum acceleration in air (relative to maximum speed)
+BoidSettings.air_max_ave -> air_ave_max: float Maximum angular velocity in air (relative to 180 degrees)
+BoidSettings.air_max_speed -> air_speed_max: float Maximum speed in air
+BoidSettings.air_min_speed -> air_speed_min: float Minimum speed in air (relative to maximum speed)
BoidSettings.air_personal_space -> air_personal_space: float Radius of boids personal space in air (% of particle size)
BoidSettings.banking -> bank: float Amount of rotation around velocity vector on turns
BoidSettings.health -> health: float Initial boid health when born
BoidSettings.height -> height: float Boid height relative to particle size
BoidSettings.land_jump_speed -> land_jump_speed: float Maximum speed for jumping
-BoidSettings.land_max_acc -> land_max_acc: float Maximum acceleration on land (relative to maximum speed)
-BoidSettings.land_max_ave -> land_max_ave: float Maximum angular velocity on land (relative to 180 degrees)
-BoidSettings.land_max_speed -> land_max_speed: float Maximum speed on land
+BoidSettings.land_max_acc -> land_acc_max: float Maximum acceleration on land (relative to maximum speed)
+BoidSettings.land_max_ave -> land_ave_max: float Maximum angular velocity on land (relative to 180 degrees)
+BoidSettings.land_max_speed -> land_speed_max: 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 -> land_smooth: float How smoothly the boids land
@@ -241,7 +241,7 @@ ClothCollisionSettings.group -> group: pointer Limit colliders to this Gro
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
+ClothCollisionSettings.self_min_distance -> self_distance_min: float 0.5 means no distance at all, 1.0 is maximum distance
ClothModifier.collision_settings -> collision_settings: pointer, (read-only)
ClothModifier.point_cache -> point_cache: pointer, (read-only)
ClothModifier.settings -> settings: pointer, (read-only)
@@ -302,8 +302,8 @@ CompositorNodeBlur.factor -> factor: float
CompositorNodeBlur.factor_x -> factor_x: float
CompositorNodeBlur.factor_y -> factor_y: float
CompositorNodeBlur.filter_type -> filter_type: enum
-CompositorNodeBlur.sizex -> sizex: int
-CompositorNodeBlur.sizey -> sizey: int
+CompositorNodeBlur.sizex -> size_x: int
+CompositorNodeBlur.sizey -> size_y: int
CompositorNodeChannelMatte.algorithm -> algorithm: enum Algorithm to use to limit channel
CompositorNodeChannelMatte.channel -> channel: enum Channel used to determine matte
CompositorNodeChannelMatte.color_space -> color_space: enum
@@ -953,10 +953,10 @@ KeyboardSensor.modifier_key -> modifier_key: enum Modifier key code
KeyboardSensor.second_modifier_key -> second_modifier_key: enum Modifier key code
KeyboardSensor.target -> target: string Property that indicates whether to log keystrokes as a string
Keyframe.co -> co: float Coordinates of the control point
-Keyframe.handle1 -> handle1: float Coordinates of the first handle
-Keyframe.handle1_type -> handle1_type: enum Handle types
-Keyframe.handle2 -> handle2: float Coordinates of the second handle
-Keyframe.handle2_type -> handle2_type: enum Handle types
+Keyframe.handle1 -> handle_left: float Coordinates of the first handle
+Keyframe.handle1_type -> handle_left_type: enum Handle types
+Keyframe.handle2 -> handle_right: float Coordinates of the second handle
+Keyframe.handle2_type -> handle_right_type: enum Handle types
Keyframe.interpolation -> interpolation: enum Interpolation method to use for segment of the curve from this Keyframe until the next Keyframe
Keyframe.type -> type: enum The type of keyframe
KeyingSet.active_path -> active_path: pointer Active Keying Set used to insert/delete keyframes
@@ -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
-TODO * LampSkySettings.horizon_brightness -> horizon_intensity: float Horizon brightness
+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
-TODO * LampSkySettings.sun_brightness -> sun_intensity: float Sun brightness
+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
@@ -1130,7 +1130,7 @@ Material.raytrace_mirror -> raytrace_mirror: pointer, (read-only) Raytrace
Material.raytrace_transparency -> raytrace_transparency: pointer, (read-only) Raytraced transparency settings for the material
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_casting_alpha -> shadow_cast_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
@@ -1245,7 +1245,7 @@ MaterialVolume.density_scale -> density_scale: float Multiplier for the ma
MaterialVolume.depth_cutoff -> depth_cutoff: float Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy
MaterialVolume.emission -> emission: float Amount of light that gets emitted by the volume
MaterialVolume.emission_color -> emission_color: float
-MaterialVolume.lighting_mode -> lighting_mode: enum Method of shading, attenuating, and scattering light through the volume
+MaterialVolume.lighting_mode -> light_mode: enum Method of shading, attenuating, and scattering light through the volume
MaterialVolume.ms_diffusion -> ms_diffusion: float Diffusion factor, the strength of the blurring effect
MaterialVolume.ms_intensity -> ms_intensity: float Multiplier for multiple scattered light energy
MaterialVolume.ms_spread -> ms_spread: float Proportional distance over which the light is diffused
@@ -1805,7 +1805,7 @@ PointLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float Th
PointLamp.shadow_color -> shadow_color: float Color of shadows cast by the lamp
PointLamp.shadow_method -> shadow_method: enum Method to compute lamp shadow with
PointLamp.shadow_ray_samples -> shadow_ray_samples: int Amount of samples taken extra (samples x samples)
-PointLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
+PointLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
PointLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows)
PointerProperty.fixed_type -> fixed_type: pointer, (read-only) Fixed pointer type, empty if variable type
Pose.active_bone_group -> active_bone_group: pointer Active bone group for this pose
@@ -2057,8 +2057,8 @@ SceneGameData.dome_text -> dome_text: pointer Custom Warp Mesh data file
SceneGameData.dome_tilt -> dome_tilt: int Camera rotation in horizontal axis
SceneGameData.eye_separation -> eye_separation: float Set the distance between the eyes - the camera focal length/30 should be fine
SceneGameData.fps -> fps: int The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate
-SceneGameData.framing_color -> framing_color: float Set colour of the bars
-SceneGameData.framing_type -> framing_type: enum Select the type of Framing you want
+SceneGameData.framing_color -> frame_color: float Set colour of the bars
+SceneGameData.framing_type -> frame_type: enum Select the type of Framing you want
SceneGameData.frequency -> frequency: int Displays clock frequency of fullscreen display
SceneGameData.logic_step_max -> logic_step_max: int Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics
SceneGameData.material_mode -> material_mode: enum Material mode to use for rendering
@@ -2371,7 +2371,7 @@ Spline.type -> type: enum The interpolation type for this curve element
SplineIKConstraint.chain_length -> chain_length: int How many bones are included in the chain
SplineIKConstraint.joint_bindings -> joint_bindings: float (EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages
SplineIKConstraint.target -> target: pointer Curve that controls this relationship
-SplineIKConstraint.xz_scaling_mode -> xz_scaling_mode: enum Method used for determining the scaling of the X and Z axes of the bones
+SplineIKConstraint.xz_scaling_mode -> xz_scale_mode: enum Method used for determining the scaling of the X and Z axes of the bones
SplinePoint.co -> co: float Point coordinates
SplinePoint.radius -> radius: float, (read-only) Radius for bevelling
SplinePoint.tilt -> tilt: float Tilt in 3D View
@@ -2396,7 +2396,7 @@ SpotLamp.shadow_color -> shadow_color: float Color of shadows cast by the
SpotLamp.shadow_filter_type -> shadow_filter_type: enum Type of shadow filter (Buffer Shadows)
SpotLamp.shadow_method -> shadow_method: enum Method to compute lamp shadow with
SpotLamp.shadow_ray_samples -> shadow_ray_samples: int Amount of samples taken extra (samples x samples)
-SpotLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
+SpotLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
SpotLamp.shadow_sample_buffers -> shadow_sample_buffers: enum Number of shadow buffers to render for better AA, this increases memory usage
SpotLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows)
SpotLamp.spot_blend -> spot_blend: float The softness of the spotlight edge
@@ -2455,7 +2455,7 @@ TextCurve.body -> body: string contents of this text object
TextCurve.edit_format -> edit_format: pointer, (read-only) Editing settings character formatting
TextCurve.family -> family: string Use Blender Objects as font characters. Give font objects a common name followed by the character it represents, eg. familya, familyb etc, and turn on Verts Duplication
TextCurve.font -> font: pointer
-TextCurve.line_dist -> line_dist: float
+TextCurve.line_dist -> line_distance: float
TextCurve.offset_x -> offset_x: float Horizontal offset from the object origin
TextCurve.offset_y -> offset_y: float Vertical offset from the object origin
TextCurve.shear -> shear: float Italic angle of the characters
@@ -2543,7 +2543,7 @@ ThemeAudioWindow.title -> title: float
ThemeAudioWindow.window_sliders -> window_sliders: float
ThemeBoneColorSet.active -> active: float Color used for active bones
ThemeBoneColorSet.normal -> normal: float Color used for the surface of bones
-ThemeBoneColorSet.selected -> selected: float Color used for selected bones
+ThemeBoneColorSet.selected -> select: float Color used for selected bones
ThemeConsole.back -> back: float
ThemeConsole.button -> button: float
ThemeConsole.button_text -> button_text: float
@@ -2613,8 +2613,8 @@ ThemeFontStyle.points -> points: int
ThemeFontStyle.shadow -> shadow: int Shadow size in pixels (0, 3 and 5 supported)
ThemeFontStyle.shadowalpha -> shadowalpha: float
ThemeFontStyle.shadowcolor -> shadowcolor: float Shadow color in grey value
-ThemeFontStyle.shadx -> shadx: int Shadow offset in pixels
-ThemeFontStyle.shady -> shady: int Shadow offset in pixels
+ThemeFontStyle.shadx -> shadow_offset_x: int Shadow offset in pixels
+ThemeFontStyle.shady -> shadow_offset_y: int Shadow offset in pixels
ThemeGraphEditor.active_channels_group -> active_channels_group: float
ThemeGraphEditor.back -> back: float
ThemeGraphEditor.button -> button: float
@@ -3074,7 +3074,7 @@ UserPreferencesView.properties_width_check -> properties_width_check: int
UserPreferencesView.rotation_angle -> rotation_angle: int The rotation step for numerical pad keys (2 4 6 8)
UserPreferencesView.smooth_view -> smooth_view: int The time to animate the view in milliseconds, zero to disable
UserPreferencesView.timecode_style -> timecode_style: enum Format of Time Codes displayed when not displaying timing in terms of frames
-UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_min_spacing: int Minimum number of pixels between each gridline in 2D Viewports
+UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_spacing_min: int Minimum number of pixels between each gridline in 2D Viewports
UserPreferencesView.wheel_scroll_lines -> wheel_scroll_lines: int The number of lines scrolled at a time with the mouse wheel
UserSolidLight.diffuse_color -> diffuse_color: float The diffuse color of the OpenGL light
UserSolidLight.direction -> direction: float The direction that the OpenGL light is shining