From 0861f59ecfbcd7d7997a7971c0ca740c18832b6b Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Mon, 16 Aug 2010 17:17:33 +0000 Subject: - finished RNA renaming for review - fix warning --- .../makesrna/rna_cleanup/rna_properties.txt | 4140 ++++++++++---------- 1 file changed, 2070 insertions(+), 2070 deletions(-) (limited to 'source/blender/makesrna/rna_cleanup/rna_properties.txt') diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt index 6044ed4dd52..aab4425699f 100644 --- a/source/blender/makesrna/rna_cleanup/rna_properties.txt +++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt @@ -6,7 +6,7 @@ NOTE * CLASS.FROM -> TO: TYPE "DESCRIPTION" + * ActionGroup.select -> select: boolean "Action Group is selected" + * ActionGroup.expanded -> show_expanded: boolean "Action Group is expanded" + * Actuator.name -> name: string "NO DESCRIPTION" -+ * Actuator.pinned -> pinned: boolean "Display when not linked to a visible states controller" ++ * Actuator.pinned -> pin: boolean "Display when not linked to a visible states controller" + * Actuator.expanded -> show_expanded: boolean "Set actuator expanded in the user interface" + * Actuator.type -> type: enum "NO DESCRIPTION" + * Actuator|ActionActuator.action -> action: pointer "NO DESCRIPTION" @@ -841,7 +841,7 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei + * FieldSettings.root_coordinates -> use_root_coords: boolean "Texture coordinates from root particle locations" + * FieldSettings.z_direction -> z_direction: enum "Effect in full or only positive/negative Z direction" + * FileSelectParams.directory -> directory: string "Directory displayed in the file browser" -+ * FileSelectParams.display -> display: enum "Display mode for the file list" ++ * FileSelectParams.display -> display_type: enum "Display mode for the file list" + * FileSelectParams.file -> filename: string "Active file in the file browser" +NEGATE * FileSelectParams.hide_dot -> show_hidden: boolean "Hide hidden dot files" + * FileSelectParams.sort -> sort_method: enum "NO DESCRIPTION" @@ -1077,7 +1077,7 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei + * ID|Armature.deform_quaternion -> use_deform_preserve_volume: boolean "Deform rotation interpolation with quaternions" + * ID|Armature.deform_vertexgroups -> use_deform_vertex_groups: boolean "Enable Vertex Groups when defining deform" + * ID|Armature.x_axis_mirror -> use_mirror_x: boolean "Apply changes to matching bone on opposite side of X-Axis" -+ * ID|Brush.autosmooth_factor -> autosmooth_factor: float "Amount of smoothing to automatically apply to each stroke" ++ * ID|Brush.autosmooth_factor -> auto_smooth_factor: float "Amount of smoothing to automatically apply to each stroke" + * ID|Brush.blend -> blend: enum "Brush blending mode" + * ID|Brush.clone_alpha -> clone_alpha: float "Opacity of clone image display" + * ID|Brush.clone_image -> clone_image: pointer "Image for clone tool" @@ -1104,8 +1104,8 @@ REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one bei + * ID|Brush.strength -> strength: float "The amount of pressure on the brush" + * ID|Brush.stroke_method -> stroke_method: enum "NO DESCRIPTION" + * ID|Brush.texture -> texture: pointer "NO DESCRIPTION" -+ * ID|Brush.texture_angle_source -> texture_angle_source: enum "NO DESCRIPTION" -ODD NAME CHANGE IT? * ID|Brush.texture_angle_source_no_random -> texture_angle_source_no_random: enum "NO DESCRIPTION" ++ * ID|Brush.texture_angle_source -> texture_angle_source_random: enum "NO DESCRIPTION" ++ * ID|Brush.texture_angle_source -> texture_angle_source_no_random: enum "NO DESCRIPTION" + * ID|Brush.texture_overlay_alpha -> texture_overlay_alpha: int "NO DESCRIPTION" + * ID|Brush.texture_sample_bias -> texture_sample_bias: float "Value added to texture samples" + * ID|Brush.texture_slot -> texture_slot: pointer, "(read-only)" @@ -1170,7 +1170,7 @@ ODD NAME CHANGE IT? * ID|Brush.texture_angle_source_no_random -> texture_angle_s + * ID|Curve.extrude -> extrude: float "Amount of curve extrusion when not using a bevel object" + * ID|Curve.materials -> materials: collection, "(read-only)" + * ID|Curve.width -> offset: float "Scale the original width (1.0) based on given factor" -+ * ID|Curve.path_length -> path_length: int "The number of frames that are needed to traverse the path, defining the maximum value for the Evaluation Time setting" ++ * ID|Curve.path_length -> path_duration: int "The number of frames that are needed to traverse the path, defining the maximum value for the Evaluation Time setting" + * ID|Curve.render_resolution_u -> render_resolution_u: int "Surface resolution in U direction used while rendering. Zero skips this property" + * ID|Curve.render_resolution_v -> render_resolution_v: int "Surface resolution in V direction used while rendering. Zero skips this property" + * ID|Curve.resolution_u -> resolution_u: int "Surface resolution in U direction" @@ -1189,13 +1189,13 @@ ODD NAME CHANGE IT? * ID|Brush.texture_angle_source_no_random -> texture_angle_s + * ID|Curve.back -> use_fill_back: boolean "Draw filled back for extruded/beveled curves" + * ID|Curve.use_deform_fill -> use_fill_deform: boolean "Fill curve after applying deformation" + * ID|Curve.front -> use_fill_front: boolean "Draw filled front for extruded/beveled curves" -+ * ID|Curve.map_along_length -> use_map_along_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box" ++ * ID|Curve.map_along_length -> use_map_on_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box" + * ID|Curve.use_path -> use_path: boolean "Enable the curve to become a translation path" + * ID|Curve.use_path_follow -> use_path_follow: boolean "Make curve path children to rotate along the path" + * ID|Curve.use_radius -> use_radius: boolean "Option for paths: apply the curve radius with path following it and deforming" + * ID|Curve.use_stretch -> use_stretch: boolean "Option for curve-deform: makes deformed child to stretch along entire path" + * ID|Curve.use_time_offset -> use_time_offset: boolean "Children will use Time Offset value as path distance offset" -+ * ID|Curve|SurfaceCurve.map_along_length -> use_map_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box" ++ * ID|Curve|SurfaceCurve.map_along_length -> use_map_on_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box" MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: int "NO DESCRIPTION" + * ID|Curve|TextCurve.spacemode -> align: enum "Text align from the object center" + * ID|Curve|TextCurve.body -> body: string "contents of this text object" @@ -1215,17 +1215,17 @@ MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: in + * ID|Curve|TextCurve.textboxes -> text_boxes: collection, "(read-only)" + * ID|Curve|TextCurve.ul_height -> underline_height: float "NO DESCRIPTION" + * ID|Curve|TextCurve.ul_position -> underline_position: float "Vertical position of underline" -+ * ID|Curve|TextCurve.fast -> use_fast_editing: boolean "Dont fill polygons while editing" -+ * ID|Curve|TextCurve.map_along_length -> use_map_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box" ++ * ID|Curve|TextCurve.fast -> use_fast_edit: boolean "Dont fill polygons while editing" ++ * ID|Curve|TextCurve.map_along_length -> use_map_on_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box" + * ID|GreasePencil.draw_mode -> draw_mode: enum "NO DESCRIPTION" + * ID|GreasePencil.layers -> layers: collection, "(read-only)" + * ID|GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean "Only use the first and last parts of the stroke for snapping" + * ID|Group.dupli_offset -> dupli_offset: float "Offset from the origin to use when instancing as DupliGroup" + * ID|Group.layer -> layers: boolean "Layers visible when this groups is instanced as a dupli" + * ID|Group.objects -> objects: collection, "(read-only) A collection of this groups objects" -+ * ID|Image.animation_end -> animation_end: int "End frame of an animated texture" -+ * ID|Image.animation_speed -> animation_speed: int "Speed of the animation in frames per second" -+ * ID|Image.animation_start -> animation_start: int "Start frame of an animated texture" ++ * ID|Image.animation_end -> frame_end: int "End frame of an animated texture" ++ * ID|Image.animation_speed -> fps: int "Speed of the animation in frames per second" ++ * ID|Image.animation_start -> frame_start: int "Start frame of an animated texture" + * ID|Image.bindcode -> bindcode: int, "(read-only) OpenGL bindcode" + * ID|Image.depth -> depth: int, "(read-only) Image bit depth" + * ID|Image.display_aspect -> display_aspect: float "Display Aspect for this image, does not affect rendering" @@ -1412,7 +1412,7 @@ MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: in + * ID|Material.face_texture_alpha -> use_face_texture_alpha: boolean "Replaces the objects base alpha value with alpha from face assigned image textures" + * ID|Material.full_oversampling -> use_full_oversampling: boolean "Force this material to render full shading/textures for all anti-aliasing samples" + * ID|Material.light_group_exclusive -> use_light_group_exclusive: boolean "Material uses the light group exclusively - these lamps are excluded from other scene lighting" -NEGATE * ID|Material.exclude_mist -> use_mist: boolean "Excludes this material from mist effects (in world settings)" ++NEGATE * ID|Material.exclude_mist -> use_mist: boolean "Excludes this material from mist effects (in world settings)" + * ID|Material.use_nodes -> use_nodes: boolean "Use shader nodes to render the material" + * ID|Material.object_color -> use_object_color: boolean "Modulate the result with a per-object color" + * ID|Material.only_shadow -> use_only_shadow: boolean "Renders shadows as the materials alpha value, making materials transparent except for shadowed areas" @@ -1434,7 +1434,7 @@ NEGATE * ID|Material.exclude_mist -> use_mist: boolean "Excludes this materia + * ID|Mesh.active_vertex_color -> active_vertex_color: pointer "Active vertex color layer" + * ID|Mesh.active_vertex_color_index -> active_vertex_color_index: int "Active vertex color index" + * ID|Mesh.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" -+ * ID|Mesh.autosmooth_angle -> autosmooth_angle: int "Defines maximum angle between face normals that Auto Smooth will operate on" ++ * ID|Mesh.autosmooth_angle -> auto_smooth_angle: int "Defines maximum angle between face normals that Auto Smooth will operate on" + * ID|Mesh.edges -> edges: collection, "(read-only) Edges of the mesh" + * ID|Mesh.faces -> faces: collection, "(read-only) Faces of the mesh" + * ID|Mesh.float_layers -> layers_float: collection, "(read-only)" @@ -1464,7 +1464,7 @@ NEGATE * ID|Material.exclude_mist -> use_mist: boolean "Excludes this materia + * ID|Mesh.total_face_sel -> total_face_sel: int, "(read-only) Selected face count in editmode" + * ID|Mesh.total_vert_sel -> total_vert_sel: int, "(read-only) Selected vertex count in editmode" + * ID|Mesh.auto_texspace -> use_auto_texspace: boolean "Adjusts active objects texture space automatically when transforming object" -+ * ID|Mesh.autosmooth -> use_autosmooth: boolean "Treats all set-smoothed faces with angles less than the specified angle as smooth during render" ++ * ID|Mesh.autosmooth -> use_auto_smooth: boolean "Treats all set-smoothed faces with angles less than the specified angle as smooth during render" + * ID|Mesh.use_mirror_topology -> use_mirror_topology: boolean "Use topology based mirroring" + * ID|Mesh.use_mirror_x -> use_mirror_x: boolean "X Axis mirror editing" + * ID|Mesh.use_paint_mask -> use_paint_mask: boolean "Face selection masking for painting" @@ -1483,7 +1483,7 @@ TODO MOVE TO ELEMENTS * ID|MetaBall.active_element -> active_element: pointer, + * ID|MetaBall.texspace_loc -> texspace_location: float "Texture space location" + * ID|MetaBall.texspace_size -> texspace_size: float "Texture space size" + * ID|MetaBall.threshold -> threshold: float "Influence of meta elements" -+TODO * ID|MetaBall.flag -> update_method: enum "Metaball edit update behavior" ++ * ID|MetaBall.flag -> update_method: enum "Metaball edit update behavior" + * ID|MetaBall.auto_texspace -> use_auto_texspace: boolean "Adjusts active objects texture space automatically when transforming object" + * ID|MetaBall.wire_size -> viewport_detail: float "Polygonization resolution in the 3D viewport" + * ID|NodeTree.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" @@ -1601,7 +1601,7 @@ TODO MOVE TO ELEMENTS * ID|MetaBall.active_element -> active_element: pointer, + * ID|ParticleSettings.branch_threshold -> branch_threshold: float "Threshold of branching" + * ID|ParticleSettings.brownian_factor -> brownian_factor: float "Specify the amount of Brownian motion" + * ID|ParticleSettings.child_length -> child_length: float "Length of child paths" -+ * ID|ParticleSettings.child_length_thres -> child_length_thres: float "Amount of particles left untouched by child path length" ++ * ID|ParticleSettings.child_length_thres -> child_length_threshold: float "Amount of particles left untouched by child path length" + * ID|ParticleSettings.child_nbr -> child_nbr: int "Amount of children/parent" + * ID|ParticleSettings.child_radius -> child_radius: float "Radius of children around parent" + * ID|ParticleSettings.child_roundness -> child_roundness: float "Roundness of children around parent" @@ -1728,8 +1728,8 @@ TODO MOVE TO ELEMENTS * ID|MetaBall.active_element -> active_element: pointer, + * ID|Scene.set -> background_set: pointer "Background set scene" + * ID|Scene.camera -> camera: pointer "Active camera used for rendering the scene" + * ID|Scene.cursor_location -> cursor_location: float "3D cursor location" -TODO * ID|Scene.distance_model -> distance_model: enum "Distance model for distance attenuation calculation" -+ * ID|Scene.doppler_factor -> doppler_factor: float "Pitch factor for Doppler effect calculation" ++ * ID|Scene.distance_model -> audio_distance_model: enum "Distance model for distance attenuation calculation" ++ * ID|Scene.doppler_factor -> audio_doppler_factor: float "Pitch factor for Doppler effect calculation" + * ID|Scene.frame_current -> frame_current: int "NO DESCRIPTION" + * ID|Scene.frame_end -> frame_end: int "Final frame of the playback/rendering range" + * ID|Scene.preview_range_frame_end -> frame_preview_end: int "Alternative end frame for UI playback" @@ -1780,7 +1780,7 @@ TODO * ID|Scene.distance_model -> distance_model: enum "Distance model for di + * ID|Text.lines -> lines: collection, "(read-only) Lines of text" + * ID|Text.markers -> markers: collection, "(read-only) Text markers highlighting part of the text" + * ID|Text.selection_end_character -> select_end_character: int, "(read-only) Index of character after end of selection in the selection end line" -+ * ID|Text.selection_end_line -> selectio_end_line: pointer, "(read-only) End line of selection" ++ * ID|Text.selection_end_line -> select_end_line: pointer, "(read-only) End line of selection" + * ID|Text.use_module -> use_module: boolean "Register this text as a module on loading, Text name must end with .py" + * ID|Text.tabs_as_spaces -> use_tabs_as_spaces: boolean "Automatically converts all new tabs into spaces" + * ID|Texture.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" @@ -1803,7 +1803,7 @@ TODO * ID|Scene.distance_model -> distance_model: enum "Distance model for di + * ID|Texture|CloudsTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation" + * ID|Texture|CloudsTexture.noise_size -> noise_scale: float "Sets scaling for noise input" + * ID|Texture|CloudsTexture.noise_type -> noise_type: enum "NO DESCRIPTION" -TODO * ID|Texture|CloudsTexture.stype -> stype: enum "NO DESCRIPTION" ++ * ID|Texture|CloudsTexture.stype -> subtype: enum "NO DESCRIPTION" + * ID|Texture|DistortedNoiseTexture.distortion -> distortion: float "NO DESCRIPTION" + * ID|Texture|DistortedNoiseTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" + * ID|Texture|DistortedNoiseTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" @@ -1855,7 +1855,7 @@ TODO * ID|Texture|CloudsTexture.stype -> stype: enum "NO DESCRIPTION" + * ID|Texture|MarbleTexture.noise_size -> noise_scale: float "Sets scaling for noise input" + * ID|Texture|MarbleTexture.noise_type -> noise_type: enum "NO DESCRIPTION" + * ID|Texture|MarbleTexture.noisebasis2 -> noisebasis_2: enum "NO DESCRIPTION" -TODO * ID|Texture|MarbleTexture.stype -> stype: enum "NO DESCRIPTION" ++ * ID|Texture|MarbleTexture.stype -> subtype: enum "NO DESCRIPTION" + * ID|Texture|MarbleTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types" + * ID|Texture|MusgraveTexture.highest_dimension -> dimension_max: float "Highest fractal dimension" + * ID|Texture|MusgraveTexture.gain -> gain: float "The gain multiplier" @@ -1871,7 +1871,7 @@ TODO * ID|Texture|MarbleTexture.stype -> stype: enum "NO DESCRIPTION" + * ID|Texture|StucciTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" + * ID|Texture|StucciTexture.noise_size -> noise_scale: float "Sets scaling for noise input" + * ID|Texture|StucciTexture.noise_type -> noise_type: enum "NO DESCRIPTION" -TODO * ID|Texture|StucciTexture.stype -> stype: enum "NO DESCRIPTION" ++ * ID|Texture|StucciTexture.stype -> subtype: enum "NO DESCRIPTION" + * ID|Texture|StucciTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types" + * ID|Texture|VoronoiTexture.coloring -> color_mode: enum "NO DESCRIPTION" + * ID|Texture|VoronoiTexture.distance_metric -> distance_metric: enum "NO DESCRIPTION" @@ -1891,7 +1891,7 @@ TODO * ID|Texture|StucciTexture.stype -> stype: enum "NO DESCRIPTION" + * ID|Texture|WoodTexture.noise_size -> noise_scale: float "Sets scaling for noise input" + * ID|Texture|WoodTexture.noise_type -> noise_type: enum "NO DESCRIPTION" + * ID|Texture|WoodTexture.noisebasis2 -> noisebasis_2: enum "NO DESCRIPTION" -TODO * ID|Texture|WoodTexture.stype -> stype: enum "NO DESCRIPTION" ++ * ID|Texture|WoodTexture.stype -> subtype: enum "NO DESCRIPTION" + * ID|Texture|WoodTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types" + * ID|VectorFont.filepath -> filepath: string, "(read-only)" + * ID|VectorFont.packed_file -> packed_file: pointer, "(read-only)" @@ -1931,10 +1931,10 @@ TODO, move into collectin * ID|WindowManager.active_keyconfig -> active_keyconfi + * IKParam|Itasc.max_velocity -> velocity_max: float "Maximum joint velocity in rad/s. Default=50" + * ImageUser.fields_per_frame -> fields_per_frame: int "The number of fields per rendered frame (2 fields is 1 image)" + * ImageUser.frame_start -> frame_start: int "Sets the global starting frame of the movie" -+ * ImageUser.frames -> frames: int "Sets the number of images of a movie to use" ++ * ImageUser.frames -> frame_duration: int "Sets the number of images of a movie to use" + * ImageUser.multilayer_layer -> multilayer_layer: int, "(read-only) Layer in multilayer image" + * ImageUser.multilayer_pass -> multilayer_pass: int, "(read-only) Pass in multilayer image" -+ * ImageUser.offset -> offset: int "Offsets the number of the frame to use in the animation" ++ * ImageUser.offset -> frame_offset: int "Offsets the number of the frame to use in the animation" + * ImageUser.auto_refresh -> use_auto_refresh: boolean "Always refresh image on frame changes" + * ImageUser.cyclic -> use_cyclic: boolean "Cycle the images in the movie" + * KeyConfig.user_defined -> is_user_defined: boolean, "(read-only) Indicates that a keyconfig was defined by the user" @@ -1999,7 +1999,7 @@ TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Acti + * 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" + * LampSkySettings.atmosphere_distance_factor -> atmosphere_distance_factor: float "Multiplier to convert blender units to physical distance" -TODO * LampSkySettings.atmosphere_extinction -> atmosphere_extinction: float "Extinction scattering contribution factor" ++ * LampSkySettings.atmosphere_extinction -> atmosphere_extinction: float "Extinction scattering contribution factor" + * 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" @@ -2117,7 +2117,7 @@ MAKE_curves.active * CurveSplines.active -> active: pointer "Active curve spl + * MaterialSubsurfaceScattering.back -> back: float "Back scattering weight" + * MaterialSubsurfaceScattering.color -> color: float "Scattering color" + * MaterialSubsurfaceScattering.color_factor -> color_factor: float "Blend factor for SSS colors" -+ * MaterialSubsurfaceScattering.error_tolerance -> error_tolerance: float "Error tolerance (low values are slower and higher quality)" ++ * MaterialSubsurfaceScattering.error_tolerance -> error_threshold: float "Error tolerance (low values are slower and higher quality)" + * MaterialSubsurfaceScattering.front -> front: float "Front scattering weight" + * MaterialSubsurfaceScattering.ior -> ior: float "Index of refraction (higher values are denser)" + * MaterialSubsurfaceScattering.radius -> radius: float "Mean red/green/blue scattering path length" @@ -2244,7 +2244,7 @@ MAKE_curves.active * CurveSplines.active -> active: pointer "Active curve spl + * Modifier|ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean "NO DESCRIPTION" + * Modifier|ArmatureModifier.vertex_group -> vertex_group: string "Vertex group name" + * Modifier|ArrayModifier.constant_offset_displacement -> constant_offset_displace: float "NO DESCRIPTION" -CHECK WITH SIMILAR * Modifier|ArrayModifier.count -> count: int "Number of duplicates to make" ++ * Modifier|ArrayModifier.count -> count: int "Number of duplicates to make" + * Modifier|ArrayModifier.curve -> curve: pointer "Curve object to fit array length to" + * Modifier|ArrayModifier.end_cap -> end_cap: pointer "Mesh object to use as an end cap" + * Modifier|ArrayModifier.length -> fit_length: float "Length to fit array within" @@ -2265,7 +2265,7 @@ CHECK WITH SIMILAR * Modifier|ArrayModifier.count -> count: int "Number of du + * Modifier|BevelModifier.width -> width: float "Bevel value/amount" + * Modifier|BooleanModifier.object -> object: pointer "Mesh object to use for Boolean operation" + * Modifier|BooleanModifier.operation -> operation: enum "NO DESCRIPTION" -+ * Modifier|BuildModifier.length -> frame_length: float "Specify the total time the build effect requires" ++ * Modifier|BuildModifier.length -> frame_duration: float "Specify the total time the build effect requires" + * Modifier|BuildModifier.frame_start -> frame_start: float "Specify the start frame of the effect" + * Modifier|BuildModifier.seed -> seed: int "Specify the seed for random if used" + * Modifier|BuildModifier.randomize -> use_random_order: boolean "Randomize the faces or edges during build" @@ -2289,7 +2289,7 @@ CHECK WITH SIMILAR * Modifier|ArrayModifier.count -> count: int "Number of du + * Modifier|CurveModifier.vertex_group -> vertex_group: string "Vertex group name" + * Modifier|DecimateModifier.face_count -> face_count: int, "(read-only) The current number of faces in the decimated mesh" + * Modifier|DecimateModifier.ratio -> ratio: float "Defines the ratio of triangles to reduce to" -TODO AXIS * Modifier|DisplaceModifier.direction -> direction: enum "NO DESCRIPTION" ++ * Modifier|DisplaceModifier.direction -> direction: enum "NO DESCRIPTION" + * Modifier|DisplaceModifier.midlevel -> mid_level: float "Material value that gives no displacement" + * Modifier|DisplaceModifier.strength -> strength: float "NO DESCRIPTION" + * Modifier|DisplaceModifier.texture -> texture: pointer "NO DESCRIPTION" @@ -2344,7 +2344,7 @@ TODO AXIS * Modifier|DisplaceModifier.direction -> direction: enum "NO DESCRI + * Modifier|MultiresModifier.total_levels -> total_levels: int, "(read-only) Number of subdivisions for which displacements are stored" + * Modifier|ParticleInstanceModifier.axis -> axis: enum "Pole axis for rotation" + * Modifier|ParticleInstanceModifier.object -> object: pointer "Object that has the particle system" -TODO * Modifier|ParticleInstanceModifier.particle_system_number -> particle_system_number: int "NO DESCRIPTION" ++ * Modifier|ParticleInstanceModifier.particle_system_number -> particle_system_index: int "NO DESCRIPTION" + * Modifier|ParticleInstanceModifier.position -> position: float "Position along path" + * Modifier|ParticleInstanceModifier.random_position -> random_position: float "Randomize position along path" + * Modifier|ParticleInstanceModifier.alive -> use_alive: boolean "Show instances when particles are alive" @@ -2367,7 +2367,7 @@ TODO * Modifier|ParticleInstanceModifier.particle_system_number -> particle_syst + * Modifier|ScrewModifier.use_normal_flip -> use_normal_flip: boolean "Flip normals of lathed faces" + * Modifier|ScrewModifier.use_object_screw_offset -> use_object_screw_offset: boolean "Use the distance between the objects to make a screw" + * Modifier|ShrinkwrapModifier.auxiliary_target -> auxiliary_target: pointer "Additional mesh target to shrink to" -TODO * Modifier|ShrinkwrapModifier.mode -> mode: enum "NO DESCRIPTION" ++ * Modifier|ShrinkwrapModifier.mode -> wrap_method: enum "NO DESCRIPTION" + * Modifier|ShrinkwrapModifier.offset -> offset: float "Distance to keep from the target" + * Modifier|ShrinkwrapModifier.subsurf_levels -> subsurf_levels: int "Number of subdivisions that must be performed before extracting vertices positions and normals" + * Modifier|ShrinkwrapModifier.target -> target: pointer "Mesh target to shrink to" @@ -2381,10 +2381,10 @@ TODO * Modifier|ShrinkwrapModifier.mode -> mode: enum "NO DESCRIPTION" + * Modifier|ShrinkwrapModifier.z -> use_project_z: boolean "NO DESCRIPTION" + * Modifier|ShrinkwrapModifier.vertex_group -> vertex_group: string "Vertex group name" + * Modifier|SimpleDeformModifier.factor -> factor: float "NO DESCRIPTION" -TODO * Modifier|SimpleDeformModifier.limits -> limits: float "Lower/Upper limits for deform" ++ * Modifier|SimpleDeformModifier.limits -> limits: float "Lower/Upper limits for deform" + * Modifier|SimpleDeformModifier.lock_x_axis -> lock_x: boolean "NO DESCRIPTION" + * Modifier|SimpleDeformModifier.lock_y_axis -> lock_y: boolean "NO DESCRIPTION" -TODO * Modifier|SimpleDeformModifier.mode -> mode: enum "NO DESCRIPTION" ++ * Modifier|SimpleDeformModifier.mode -> deform_method: enum "NO DESCRIPTION" + * Modifier|SimpleDeformModifier.origin -> origin: pointer "Origin of modifier space coordinates" + * Modifier|SimpleDeformModifier.relative -> use_relative: boolean "Sets the origin of deform space to be relative to the object" + * Modifier|SimpleDeformModifier.vertex_group -> vertex_group: string "Vertex group name" @@ -2450,7 +2450,7 @@ TODO * Modifier|SimpleDeformModifier.mode -> mode: enum "NO DESCRIPTION" + * Modifier|WaveModifier.width -> width: float "NO DESCRIPTION" + * MotionPath.frame_end -> frame_end: int, "(read-only) End frame of the stored range" + * MotionPath.frame_start -> frame_start: int, "(read-only) Starting frame of the stored range" -+ * MotionPath.editing -> is_edited: boolean "Path is being edited" ++ * MotionPath.editing -> is_modified: boolean "Path is being edited" + * MotionPath.length -> length: int, "(read-only) Number of frames cached" + * MotionPath.points -> points: collection, "(read-only) Cached positions per frame" + * MotionPath.use_bone_head -> use_bone_head: boolean, "(read-only) For PoseBone paths, use the bone head location when calculating this path" @@ -2465,34 +2465,34 @@ TODO * Modifier|SimpleDeformModifier.mode -> mode: enum "NO DESCRIPTION" + * NlaStrip.blending -> blend_type: enum "Method used for combining strips result with accumulated result" + * NlaStrip.extrapolation -> extrapolation: enum "Action to take for gaps past the strip extents" + * NlaStrip.fcurves -> fcurves: collection, "(read-only) F-Curves for controlling the strips influence and timing" -NlaStrip.frame_end -> frame_end: float "NO DESCRIPTION" -NlaStrip.frame_start -> frame_start: float "NO DESCRIPTION" -NlaStrip.influence -> influence: float "Amount the strip contributes to the current result" -NlaStrip.modifiers -> modifiers: collection, "(read-only) Modifiers affecting all the F-Curves in the referenced Action" ++ * NlaStrip.frame_end -> frame_end: float "NO DESCRIPTION" ++ * NlaStrip.frame_start -> frame_start: float "NO DESCRIPTION" ++ * NlaStrip.influence -> influence: float "Amount the strip contributes to the current result" ++ * NlaStrip.modifiers -> modifiers: collection, "(read-only) Modifiers affecting all the F-Curves in the referenced Action" + * NlaStrip.mute -> mute: boolean "NLA Strip is not evaluated" -NlaStrip.name -> name: string "NO DESCRIPTION" -NlaStrip.repeat -> repeat: float "Number of times to repeat the action range" -NlaStrip.scale -> scale: float "Scaling factor for action" ++ * NlaStrip.name -> name: string "NO DESCRIPTION" ++ * NlaStrip.repeat -> repeat: float "Number of times to repeat the action range" ++ * NlaStrip.scale -> scale: float "Scaling factor for action" + * NlaStrip.select -> select: boolean "NLA Strip is selected" -NlaStrip.strip_time -> strip_time: float "Frame of referenced Action to evaluate" -NlaStrip.strips -> strips: collection, "(read-only) NLA Strips that this strip acts as a container for (if it is of type Meta)" -NlaStrip.type -> type: enum, "(read-only) Type of NLA Strip" ++ * NlaStrip.strip_time -> strip_time: float "Frame of referenced Action to evaluate" ++ * NlaStrip.strips -> strips: collection, "(read-only) NLA Strips that this strip acts as a container for (if it is of type Meta)" ++ * NlaStrip.type -> type: enum, "(read-only) Type of NLA Strip" + * 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_blend: boolean "Number of frames for Blending In/Out is automatically determined from overlapping strips" + * NlaStrip.reversed -> use_reverse: boolean "NLA Strip is played back in reverse order (only when timing is automatically determined)" -NlaTrack.active -> active: boolean, "(read-only) NLA Track is active" -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)" ++ * NlaTrack.active -> active: boolean, "(read-only) NLA Track is active" ++ * 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)" + * NlaTrack.lock -> lock: boolean "NLA Track is locked" + * NlaTrack.mute -> mute: boolean "NLA Track is not evaluated" -NlaTrack.name -> name: string "NO DESCRIPTION" ++ * NlaTrack.name -> name: string "NO DESCRIPTION" + * NlaTrack.select -> select: boolean "NLA Track is selected" -NlaTrack.strips -> strips: collection, "(read-only) NLA Strips on this NLA-track" -Node.inputs -> inputs: collection, "(read-only)" -Node.location -> location: float "NO DESCRIPTION" -Node.name -> name: string "Node name" -Node.outputs -> outputs: collection, "(read-only)" ++ * NlaTrack.strips -> strips: collection, "(read-only) NLA Strips on this NLA-track" ++ * Node.inputs -> inputs: collection, "(read-only)" ++ * Node.location -> location: float "NO DESCRIPTION" ++ * Node.name -> name: string "Node name" ++ * Node.outputs -> outputs: collection, "(read-only)" + * Node|CompositorNode.type -> type: enum, "(read-only)" + * Node|CompositorNode|CompositorNodeAlphaOver.premul -> premul: float "Mix Factor" + * Node|CompositorNode|CompositorNodeAlphaOver.convert_premul -> use_premultiply: boolean "NO DESCRIPTION" @@ -2514,751 +2514,751 @@ Node.outputs -> outputs: collection, "(read-only)" + * Node|CompositorNode|CompositorNodeChannelMatte.algorithm -> limit_method: enum "Algorithm to use to limit channel" + * Node|CompositorNode|CompositorNodeChannelMatte.low -> limit_min: float "Values lower than this setting are 100% keyed" + * Node|CompositorNode|CompositorNodeChannelMatte.channel -> matte_channel: enum "Channel used to determine matte" -TODO * Node|CompositorNode|CompositorNodeChromaMatte.acceptance -> acceptance: float "Tolerance for a color to be considered a keying color" -TODO * Node|CompositorNode|CompositorNodeChromaMatte.cutoff -> cutoff: float "Tolerance below which colors will be considered as exact matches" -Node|CompositorNode|CompositorNodeChromaMatte.gain -> gain: float "Alpha gain" -Node|CompositorNode|CompositorNodeChromaMatte.lift -> lift: float "Alpha lift" -Node|CompositorNode|CompositorNodeChromaMatte.shadow_adjust -> shadow_adjust: float "Adjusts the brightness of any shadows captured" -Node|CompositorNode|CompositorNodeColorBalance.correction_formula -> correction_formula: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeColorBalance.gain -> gain: float "Correction for Highlights" -Node|CompositorNode|CompositorNodeColorBalance.gamma -> gamma: float "Correction for Midtones" -Node|CompositorNode|CompositorNodeColorBalance.lift -> lift: float "Correction for Shadows" -Node|CompositorNode|CompositorNodeColorBalance.offset -> offset: float "Correction for Shadows" -Node|CompositorNode|CompositorNodeColorBalance.power -> power: float "Correction for Midtones" -Node|CompositorNode|CompositorNodeColorBalance.slope -> slope: float "Correction for Highlights" -Node|CompositorNode|CompositorNodeColorMatte.h -> h: float "Hue tolerance for colors to be considered a keying color" -Node|CompositorNode|CompositorNodeColorMatte.s -> s: float "Saturation Tolerance for the color" -Node|CompositorNode|CompositorNodeColorMatte.v -> v: float "Value Tolerance for the color" -Node|CompositorNode|CompositorNodeColorSpill.algorithm -> algorithm: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeColorSpill.channel -> channel: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeColorSpill.limit_channel -> limit_channel: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeColorSpill.ratio -> ratio: float "Scale limit by value" -Node|CompositorNode|CompositorNodeColorSpill.unspill_blue -> unspill_blue: float "Blue spillmap scale" -Node|CompositorNode|CompositorNodeColorSpill.unspill_green -> unspill_green: float "Green spillmap scale" -Node|CompositorNode|CompositorNodeColorSpill.unspill_red -> unspill_red: float "Red spillmap scale" -Node|CompositorNode|CompositorNodeColorSpill.unspill -> use_unspill: boolean "Compensate all channels (diffenrently) by hand" ++ * Node|CompositorNode|CompositorNodeChromaMatte.acceptance -> tolerance: float "Tolerance for a color to be considered a keying color" ++ * Node|CompositorNode|CompositorNodeChromaMatte.cutoff -> threshold: float "Tolerance below which colors will be considered as exact matches" ++ * Node|CompositorNode|CompositorNodeChromaMatte.gain -> gain: float "Alpha gain" ++ * Node|CompositorNode|CompositorNodeChromaMatte.lift -> lift: float "Alpha lift" ++ * Node|CompositorNode|CompositorNodeChromaMatte.shadow_adjust -> shadow_adjust: float "Adjusts the brightness of any shadows captured" ++ * Node|CompositorNode|CompositorNodeColorBalance.correction_formula -> correction_method: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeColorBalance.gain -> gain: float "Correction for Highlights" ++ * Node|CompositorNode|CompositorNodeColorBalance.gamma -> gamma: float "Correction for Midtones" ++ * Node|CompositorNode|CompositorNodeColorBalance.lift -> lift: float "Correction for Shadows" ++ * Node|CompositorNode|CompositorNodeColorBalance.offset -> offset: float "Correction for Shadows" ++ * Node|CompositorNode|CompositorNodeColorBalance.power -> power: float "Correction for Midtones" ++ * Node|CompositorNode|CompositorNodeColorBalance.slope -> slope: float "Correction for Highlights" ++ * Node|CompositorNode|CompositorNodeColorMatte.h -> color_hue: float "Hue tolerance for colors to be considered a keying color" ++ * Node|CompositorNode|CompositorNodeColorMatte.s -> color_saturation: float "Saturation Tolerance for the color" ++ * Node|CompositorNode|CompositorNodeColorMatte.v -> color_value: float "Value Tolerance for the color" ++ * Node|CompositorNode|CompositorNodeColorSpill.algorithm -> limit_method: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeColorSpill.channel -> channel: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeColorSpill.limit_channel -> limit_channel: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeColorSpill.ratio -> ratio: float "Scale limit by value" ++ * Node|CompositorNode|CompositorNodeColorSpill.unspill_blue -> unspill_blue: float "Blue spillmap scale" ++ * Node|CompositorNode|CompositorNodeColorSpill.unspill_green -> unspill_green: float "Green spillmap scale" ++ * Node|CompositorNode|CompositorNodeColorSpill.unspill_red -> unspill_red: float "Red spillmap scale" ++ * Node|CompositorNode|CompositorNodeColorSpill.unspill -> use_unspill: boolean "Compensate all channels (diffenrently) by hand" + * Node|CompositorNode|CompositorNodeCrop.x2 -> max_x: int "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeCrop.y2 -> max_y: int "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeCrop.x1 -> min_x: int "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeCrop.y1 -> min_y: int "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeCrop.crop_size -> use_crop_size: boolean "Whether to crop the size of the input image" -Node|CompositorNode|CompositorNodeCurveRGB.mapping -> mapping: pointer, "(read-only)" -Node|CompositorNode|CompositorNodeCurveVec.mapping -> mapping: pointer, "(read-only)" -Node|CompositorNode|CompositorNodeDBlur.angle -> angle: float "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeDBlur.center_x -> center_x: float "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeDBlur.center_y -> center_y: float "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeDBlur.distance -> distance: float "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeDBlur.iterations -> iterations: int "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeDBlur.spin -> spin: float "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeDBlur.wrap -> use_wrap: boolean "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeDBlur.zoom -> zoom: float "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeDefocus.angle -> angle: int "Bokeh shape rotation offset in degrees" -Node|CompositorNode|CompositorNodeDefocus.max_blur -> blur_max: float "blur limit, maximum CoC radius, 0=no limit" -Node|CompositorNode|CompositorNodeDefocus.bokeh -> bokeh: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeDefocus.f_stop -> f_stop: float "Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius" -Node|CompositorNode|CompositorNodeDefocus.samples -> samples: int "Number of samples (16=grainy, higher=less noise)" -Node|CompositorNode|CompositorNodeDefocus.threshold -> threshold: float "CoC radius threshold, prevents background bleed on in-focus midground, 0=off" -Node|CompositorNode|CompositorNodeDefocus.gamma_correction -> use_gamma_correction: boolean "Enable gamma correction before and after main process" -Node|CompositorNode|CompositorNodeDefocus.preview -> use_preview: boolean "Enable sampling mode, useful for preview when using low samplecounts" -Node|CompositorNode|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)" -Node|CompositorNode|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" -Node|CompositorNode|CompositorNodeDiffMatte.falloff -> falloff: float "Color distances below this additional threshold are partially keyed" -Node|CompositorNode|CompositorNodeDiffMatte.tolerance -> tolerance: float "Color distances below this threshold are keyed" -Node|CompositorNode|CompositorNodeDilateErode.distance -> distance: int "Distance to grow/shrink (number of iterations)" -Node|CompositorNode|CompositorNodeDistanceMatte.falloff -> falloff: float "Color distances below this additional threshold are partially keyed" -Node|CompositorNode|CompositorNodeDistanceMatte.tolerance -> tolerance: float "Color distances below this threshold are keyed" -Node|CompositorNode|CompositorNodeFilter.filter_type -> filter_type: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeFlip.axis -> axis: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeGlare.angle_offset -> angle_offset: float "Streak angle offset in degrees" -Node|CompositorNode|CompositorNodeGlare.color_modulation -> color_modulation: float "Amount of Color Modulation, modulates colors of streaks and ghosts for a spectral dispersion effect" -Node|CompositorNode|CompositorNodeGlare.fade -> fade: float "Streak fade-out factor" -Node|CompositorNode|CompositorNodeGlare.glare_type -> glare_type: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeGlare.iterations -> iterations: int "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeGlare.mix -> mix: float "-1 is original image only, 0 is exact 50/50 mix, 1 is processed image only" -Node|CompositorNode|CompositorNodeGlare.quality -> quality: enum "If not set to high quality, the effect will be applied to a low-res copy of the source image" -Node|CompositorNode|CompositorNodeGlare.size -> size: int "Glow/glare size (not actual size; relative to initial size of bright area of pixels)" -Node|CompositorNode|CompositorNodeGlare.streaks -> streaks: int "Total number of streaks" -Node|CompositorNode|CompositorNodeGlare.threshold -> threshold: float "The glare filter will only be applied to pixels brighter than this value" -Node|CompositorNode|CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean "Simple star filter: add 45 degree rotation offset" -Node|CompositorNode|CompositorNodeHueCorrect.mapping -> mapping: pointer, "(read-only)" -Node|CompositorNode|CompositorNodeHueSat.hue -> hue: float "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeHueSat.sat -> sat: float "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeHueSat.val -> val: float "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeIDMask.index -> index: int "Pass index number to convert to alpha" -Node|CompositorNode|CompositorNodeImage.frames -> frames: int "Number of images used in animation" -Node|CompositorNode|CompositorNodeImage.image -> image: pointer "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeImage.layer -> layer: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeImage.offset -> offset: int "Offsets the number of the frame to use in the animation" -Node|CompositorNode|CompositorNodeImage.start -> start: int "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeImage.cyclic -> use_cyclic: boolean "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeInvert.alpha -> invert_alpha: boolean "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeInvert.rgb -> invert_rgb: boolean "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeLensdist.fit -> use_fit: boolean "For positive distortion factor only: scale image such that black areas are not visible" -Node|CompositorNode|CompositorNodeLensdist.jitter -> use_jitter: boolean "Enable/disable jittering; faster, but also noisier" -Node|CompositorNode|CompositorNodeLensdist.projector -> use_projector: boolean "Enable/disable projector mode. Effect is applied in horizontal direction only" -Node|CompositorNode|CompositorNodeLevels.channel -> channel: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeLumaMatte.high -> high: float "Values higher than this setting are 100% opaque" -Node|CompositorNode|CompositorNodeLumaMatte.low -> low: float "Values lower than this setting are 100% keyed" -Node|CompositorNode|CompositorNodeMapUV.alpha -> alpha: int "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeMapValue.max -> max: float "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeMapValue.min -> min: float "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeMapValue.offset -> offset: float "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeMapValue.size -> size: float "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeMapValue.use_max -> use_max: boolean "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeMapValue.use_min -> use_min: boolean "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeMath.operation -> operation: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeMixRGB.alpha -> use_alpha: boolean "Include alpha of second input in this operation" -Node|CompositorNode|CompositorNodeOutputFile.exr_codec -> exr_codec: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeOutputFile.filepath -> filepath: string "Output path for the image, same functionality as render output." -Node|CompositorNode|CompositorNodeOutputFile.frame_end -> frame_end: int "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeOutputFile.frame_start -> frame_start: int "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeOutputFile.image_type -> image_type: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeOutputFile.quality -> quality: int "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeOutputFile.exr_half -> use_exr_half: boolean "NO DESCRIPTION" -Node|CompositorNode|CompositorNodePremulKey.mapping -> mapping: enum "Conversion between premultiplied alpha and key alpha" -Node|CompositorNode|CompositorNodeRLayers.layer -> layer: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeRLayers.scene -> scene: pointer "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeCrop.crop_size -> use_crop_size: boolean "Whether to crop the size of the input image" ++ * Node|CompositorNode|CompositorNodeCurveRGB.mapping -> mapping: pointer, "(read-only)" ++ * Node|CompositorNode|CompositorNodeCurveVec.mapping -> mapping: pointer, "(read-only)" ++ * Node|CompositorNode|CompositorNodeDBlur.angle -> angle: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeDBlur.center_x -> center_x: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeDBlur.center_y -> center_y: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeDBlur.distance -> distance: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeDBlur.iterations -> iterations: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeDBlur.spin -> spin: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeDBlur.wrap -> use_wrap: boolean "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeDBlur.zoom -> zoom: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeDefocus.angle -> angle: int "Bokeh shape rotation offset in degrees" ++ * Node|CompositorNode|CompositorNodeDefocus.max_blur -> blur_max: float "blur limit, maximum CoC radius, 0=no limit" ++ * Node|CompositorNode|CompositorNodeDefocus.bokeh -> bokeh: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeDefocus.f_stop -> f_stop: float "Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius" ++ * Node|CompositorNode|CompositorNodeDefocus.samples -> samples: int "Number of samples (16=grainy, higher=less noise)" ++ * Node|CompositorNode|CompositorNodeDefocus.threshold -> threshold: float "CoC radius threshold, prevents background bleed on in-focus midground, 0=off" ++ * Node|CompositorNode|CompositorNodeDefocus.gamma_correction -> use_gamma_correction: boolean "Enable gamma correction before and after main process" ++ * Node|CompositorNode|CompositorNodeDefocus.preview -> use_preview: boolean "Enable sampling mode, useful for preview when using low samplecounts" ++ * Node|CompositorNode|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)" ++ * Node|CompositorNode|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" ++ * Node|CompositorNode|CompositorNodeDiffMatte.falloff -> falloff: float "Color distances below this additional threshold are partially keyed" ++ * Node|CompositorNode|CompositorNodeDiffMatte.tolerance -> tolerance: float "Color distances below this threshold are keyed" ++ * Node|CompositorNode|CompositorNodeDilateErode.distance -> distance: int "Distance to grow/shrink (number of iterations)" ++ * Node|CompositorNode|CompositorNodeDistanceMatte.falloff -> falloff: float "Color distances below this additional threshold are partially keyed" ++ * Node|CompositorNode|CompositorNodeDistanceMatte.tolerance -> tolerance: float "Color distances below this threshold are keyed" ++ * Node|CompositorNode|CompositorNodeFilter.filter_type -> filter_type: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeFlip.axis -> axis: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeGlare.angle_offset -> angle_offset: float "Streak angle offset in degrees" ++ * Node|CompositorNode|CompositorNodeGlare.color_modulation -> color_modulation: float "Amount of Color Modulation, modulates colors of streaks and ghosts for a spectral dispersion effect" ++ * Node|CompositorNode|CompositorNodeGlare.fade -> fade: float "Streak fade-out factor" ++ * Node|CompositorNode|CompositorNodeGlare.glare_type -> glare_type: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeGlare.iterations -> iterations: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeGlare.mix -> mix: float "-1 is original image only, 0 is exact 50/50 mix, 1 is processed image only" ++ * Node|CompositorNode|CompositorNodeGlare.quality -> quality: enum "If not set to high quality, the effect will be applied to a low-res copy of the source image" ++ * Node|CompositorNode|CompositorNodeGlare.size -> size: int "Glow/glare size (not actual size; relative to initial size of bright area of pixels)" ++ * Node|CompositorNode|CompositorNodeGlare.streaks -> streaks: int "Total number of streaks" ++ * Node|CompositorNode|CompositorNodeGlare.threshold -> threshold: float "The glare filter will only be applied to pixels brighter than this value" ++ * Node|CompositorNode|CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean "Simple star filter: add 45 degree rotation offset" ++ * Node|CompositorNode|CompositorNodeHueCorrect.mapping -> mapping: pointer, "(read-only)" ++ * Node|CompositorNode|CompositorNodeHueSat.hue -> color_hue: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeHueSat.sat -> color_saturation: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeHueSat.val -> color_value: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeIDMask.index -> index: int "Pass index number to convert to alpha" ++ * Node|CompositorNode|CompositorNodeImage.frames -> frame_duration: int "Number of images used in animation" ++ * Node|CompositorNode|CompositorNodeImage.image -> image: pointer "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeImage.layer -> layer: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeImage.offset -> frame_offset: int "Offsets the number of the frame to use in the animation" ++ * Node|CompositorNode|CompositorNodeImage.start -> frame_start: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeImage.cyclic -> use_cyclic: boolean "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeInvert.alpha -> invert_alpha: boolean "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeInvert.rgb -> invert_rgb: boolean "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeLensdist.fit -> use_fit: boolean "For positive distortion factor only: scale image such that black areas are not visible" ++ * Node|CompositorNode|CompositorNodeLensdist.jitter -> use_jitter: boolean "Enable/disable jittering; faster, but also noisier" ++ * Node|CompositorNode|CompositorNodeLensdist.projector -> use_projector: boolean "Enable/disable projector mode. Effect is applied in horizontal direction only" ++ * Node|CompositorNode|CompositorNodeLevels.channel -> channel: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeLumaMatte.high -> high: float "Values higher than this setting are 100% opaque" ++ * Node|CompositorNode|CompositorNodeLumaMatte.low -> low: float "Values lower than this setting are 100% keyed" ++ * Node|CompositorNode|CompositorNodeMapUV.alpha -> alpha: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeMapValue.max -> max: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeMapValue.min -> min: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeMapValue.offset -> offset: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeMapValue.size -> size: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeMapValue.use_max -> use_max: boolean "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeMapValue.use_min -> use_min: boolean "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeMath.operation -> operation: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeMixRGB.alpha -> use_alpha: boolean "Include alpha of second input in this operation" ++ * Node|CompositorNode|CompositorNodeOutputFile.exr_codec -> exr_codec: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeOutputFile.filepath -> filepath: string "Output path for the image, same functionality as render output." ++ * Node|CompositorNode|CompositorNodeOutputFile.frame_end -> frame_end: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeOutputFile.frame_start -> frame_start: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeOutputFile.image_type -> image_type: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeOutputFile.quality -> quality: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeOutputFile.exr_half -> use_exr_half: boolean "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodePremulKey.mapping -> mapping: enum "Conversion between premultiplied alpha and key alpha" ++ * Node|CompositorNode|CompositorNodeRLayers.layer -> layer: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeRLayers.scene -> scene: pointer "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeRotate.filter -> filter_type: enum "Method to use to filter rotation" -Node|CompositorNode|CompositorNodeScale.space -> space: enum "Coordinate space to scale relative to" -Node|CompositorNode|CompositorNodeSplitViewer.axis -> axis: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeSplitViewer.factor -> factor: int "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use" -Node|CompositorNode|CompositorNodeTexture.texture -> texture: pointer "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeTime.curve -> curve: pointer, "(read-only)" -Node|CompositorNode|CompositorNodeTime.end -> end: int "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeTime.start -> start: int "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeTonemap.adaptation -> adaptation: float "If 0, global; if 1, based on pixel intensity" -Node|CompositorNode|CompositorNodeTonemap.contrast -> contrast: float "Set to 0 to use estimate from input image" -Node|CompositorNode|CompositorNodeTonemap.correction -> correction: float "If 0, same for all channels; if 1, each independent" -Node|CompositorNode|CompositorNodeTonemap.gamma -> gamma: float "If not used, set to 1" -Node|CompositorNode|CompositorNodeTonemap.intensity -> intensity: float "If less than zero, darkens image; otherwise, makes it brighter" -Node|CompositorNode|CompositorNodeTonemap.key -> key: float "The value the average luminance is mapped to" -Node|CompositorNode|CompositorNodeTonemap.offset -> offset: float "Normally always 1, but can be used as an extra control to alter the brightness curve" -Node|CompositorNode|CompositorNodeTonemap.tonemap_type -> tonemap_type: enum "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)" -Node|CompositorNode|CompositorNodeVecBlur.factor -> factor: float "Scaling factor for motion vectors; actually shutter speed in frames" -Node|CompositorNode|CompositorNodeVecBlur.samples -> samples: int "NO DESCRIPTION" -Node|CompositorNode|CompositorNodeVecBlur.max_speed -> speed_max: int "Maximum speed, or zero for none" -Node|CompositorNode|CompositorNodeVecBlur.min_speed -> speed_min: int "Minimum speed for a pixel to be blurred; used to separate background from foreground" -Node|CompositorNode|CompositorNodeVecBlur.curved -> use_curved: boolean "Interpolate between frames in a bezier curve, rather than linearly" -Node|NodeGroup.nodetree -> nodetree: pointer "NO DESCRIPTION" -Node|ShaderNode.type -> type: enum, "(read-only)" -Node|ShaderNode|ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean "Material Node uses inverted normal" -Node|ShaderNode|ShaderNodeExtendedMaterial.material -> material: pointer "NO DESCRIPTION" -Node|ShaderNode|ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean "Material Node outputs Diffuse" -Node|ShaderNode|ShaderNodeExtendedMaterial.specular -> use_specular: boolean "Material Node outputs Specular" -Node|ShaderNode|ShaderNodeGeometry.color_layer -> color_layer: string "NO DESCRIPTION" -Node|ShaderNode|ShaderNodeGeometry.uv_layer -> uv_layer: string "NO DESCRIPTION" -Node|ShaderNode|ShaderNodeMapping.location -> location: float "Location offset for the input coordinate" -Node|ShaderNode|ShaderNodeMapping.maximum -> max: float "Maximum value to clamp coordinate to" -Node|ShaderNode|ShaderNodeMapping.minimum -> min: float "Minimum value to clamp coordinate to" -Node|ShaderNode|ShaderNodeMapping.rotation -> rotation: float "Rotation offset for the input coordinate" -Node|ShaderNode|ShaderNodeMapping.scale -> scale: float "Scale adjustment for the input coordinate" -Node|ShaderNode|ShaderNodeMapping.clamp_maximum -> use_max: boolean "Clamp the output coordinate to a maximum value" -Node|ShaderNode|ShaderNodeMapping.clamp_minimum -> use_min: boolean "Clamp the output coordinate to a minimum value" -Node|ShaderNode|ShaderNodeMaterial.invert_normal -> invert_normal: boolean "Material Node uses inverted normal" -Node|ShaderNode|ShaderNodeMaterial.material -> material: pointer "NO DESCRIPTION" -Node|ShaderNode|ShaderNodeMaterial.diffuse -> use_diffuse: boolean "Material Node outputs Diffuse" -Node|ShaderNode|ShaderNodeMaterial.specular -> use_specular: boolean "Material Node outputs Specular" -Node|ShaderNode|ShaderNodeMath.operation -> operation: enum "NO DESCRIPTION" -Node|ShaderNode|ShaderNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION" -Node|ShaderNode|ShaderNodeMixRGB.alpha -> use_alpha: boolean "Include alpha of second input in this operation" -Node|ShaderNode|ShaderNodeRGBCurve.mapping -> mapping: pointer, "(read-only)" -Node|ShaderNode|ShaderNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use" -Node|ShaderNode|ShaderNodeTexture.texture -> texture: pointer "NO DESCRIPTION" -Node|ShaderNode|ShaderNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)" -Node|ShaderNode|ShaderNodeVectorCurve.mapping -> mapping: pointer, "(read-only)" -Node|ShaderNode|ShaderNodeVectorMath.operation -> operation: enum "NO DESCRIPTION" -Node|TextureNode.type -> type: enum, "(read-only)" -Node|TextureNode|TextureNodeBricks.offset -> offset: float "NO DESCRIPTION" -Node|TextureNode|TextureNodeBricks.offset_frequency -> offset_frequency: int "Offset every N rows" -Node|TextureNode|TextureNodeBricks.squash -> squash: float "NO DESCRIPTION" -Node|TextureNode|TextureNodeBricks.squash_frequency -> squash_frequency: int "Squash every N rows" -Node|TextureNode|TextureNodeCurveRGB.mapping -> mapping: pointer, "(read-only)" -Node|TextureNode|TextureNodeCurveTime.curve -> curve: pointer, "(read-only)" -Node|TextureNode|TextureNodeCurveTime.end -> end: int "NO DESCRIPTION" -Node|TextureNode|TextureNodeCurveTime.start -> start: int "NO DESCRIPTION" -Node|TextureNode|TextureNodeImage.image -> image: pointer "NO DESCRIPTION" -Node|TextureNode|TextureNodeMath.operation -> operation: enum "NO DESCRIPTION" -Node|TextureNode|TextureNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION" -Node|TextureNode|TextureNodeMixRGB.alpha -> use_alpha: boolean "Include alpha of second input in this operation" -Node|TextureNode|TextureNodeOutput.output_name -> output_name: string "NO DESCRIPTION" -Node|TextureNode|TextureNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use" -Node|TextureNode|TextureNodeTexture.texture -> texture: pointer "NO DESCRIPTION" -Node|TextureNode|TextureNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)" -ObjectBase.layers -> layers: boolean "Layers the object base is on" -ObjectBase.object -> object: pointer, "(read-only) Object this base links to" -ObjectBase.select -> select: boolean "Object base selection state" -ObjectConstraints.active -> active: pointer "Active Object constraint" -Operator.bl_description -> bl_description: string "NO DESCRIPTION" -Operator.bl_idname -> bl_idname: string "NO DESCRIPTION" -Operator.bl_label -> bl_label: string "NO DESCRIPTION" -Operator.bl_options -> bl_options: enum "Options for this operator type" -Operator.has_reports -> has_reports: boolean, "(read-only) Operator has a set of reports (warnings and errors) from last execution" -Operator.layout -> layout: pointer, "(read-only)" -Operator.name -> name: string, "(read-only)" -Operator.properties -> properties: pointer, "(read-only)" -OperatorTypeMacro.properties -> properties: pointer, "(read-only)" -PackedFile.size -> size: int, "(read-only) Size of packed file in bytes" -Paint.brush -> brush: pointer "Active paint brush" -Paint.show_brush -> show_brush: boolean "NO DESCRIPTION" -Paint.show_brush_on_surface -> show_brush_on_surface: boolean "NO DESCRIPTION" -Paint.fast_navigate -> show_low_resolution: boolean "For multires, show low resolution while navigating the view" -Paint|ImagePaint.invert_stencil -> invert_stencil: boolean "Invert the stencil layer" -Paint|ImagePaint.normal_angle -> normal_angle: int "Paint most on faces pointing towards the view according to this angle" -Paint|ImagePaint.screen_grab_size -> screen_grab_size: int "Size to capture the image for re-projecting" -Paint|ImagePaint.seam_bleed -> seam_bleed: int "Extend paint beyond the faces UVs to reduce seams (in pixels, slower)" -Paint|ImagePaint.show_brush -> show_brush: boolean "Enables brush shape while not drawing" -Paint|ImagePaint.show_brush_draw -> show_brush_draw: boolean "Enables brush shape while drawing" -Paint|ImagePaint.use_backface_cull -> use_backface_culling: boolean "Ignore faces pointing away from the view (faster)" -Paint|ImagePaint.use_clone_layer -> use_clone_layer: boolean "Use another UV layer as clone source, otherwise use 3D the cursor as the source" -Paint|ImagePaint.use_normal_falloff -> use_normal_falloff: boolean "Paint most on faces pointing towards the view" -Paint|ImagePaint.use_occlude -> use_occlude: boolean "Only paint onto the faces directly under the brush (slower)" -Paint|ImagePaint.use_projection -> use_projection: boolean "Use projection painting for improved consistency in the brush strokes" -Paint|ImagePaint.use_stencil_layer -> use_stencil_layer: boolean "Set the mask layer from the UV layer buttons" -Paint|Sculpt.lock_x -> lock_x: boolean "Disallow changes to the X axis of vertices" -Paint|Sculpt.lock_y -> lock_y: boolean "Disallow changes to the Y axis of vertices" -Paint|Sculpt.lock_z -> lock_z: boolean "Disallow changes to the Z axis of vertices" -Paint|Sculpt.radial_symm -> radial_symm: int "Number of times to copy strokes across the surface" -Paint|Sculpt.use_openmp -> use_openmp: boolean "Take advantage of multiple CPU cores to improve sculpting performance" -Paint|Sculpt.use_symmetry_feather -> use_symmetry_feather: boolean "Reduce the strength of the brush where it overlaps symmetrical daubs" -Paint|Sculpt.symmetry_x -> use_symmetry_x: boolean "Mirror brush across the X axis" -Paint|Sculpt.symmetry_y -> use_symmetry_y: boolean "Mirror brush across the Y axis" -Paint|Sculpt.symmetry_z -> use_symmetry_z: boolean "Mirror brush across the Z axis" -Paint|VertexPaint.all_faces -> use_all_faces: boolean "Paint on all faces inside brush" -Paint|VertexPaint.normals -> use_normal: boolean "Applies the vertex normal before painting" -Paint|VertexPaint.spray -> use_spray: boolean "Keep applying paint effect while holding mouse" -Panel.bl_context -> bl_context: string "NO DESCRIPTION" -Panel.bl_idname -> bl_idname: string "NO DESCRIPTION" -Panel.bl_label -> bl_label: string "NO DESCRIPTION" -Panel.bl_region_type -> bl_region_type: enum "NO DESCRIPTION" -Panel.bl_show_header -> bl_show_header: boolean "NO DESCRIPTION" -Panel.bl_space_type -> bl_space_type: enum "NO DESCRIPTION" -Panel.bl_default_closed -> bl_use_closed: boolean "NO DESCRIPTION" -Panel.layout -> layout: pointer, "(read-only)" -Panel.text -> text: string "NO DESCRIPTION" -Particle.alive_state -> alive_state: enum "NO DESCRIPTION" -Particle.angular_velocity -> angular_velocity: float "NO DESCRIPTION" -Particle.birthtime -> birthtime: float "NO DESCRIPTION" -Particle.die_time -> die_time: float "NO DESCRIPTION" -Particle.hair -> hair: collection, "(read-only)" -Particle.is_existing -> is_existing: boolean, "(read-only)" -Particle.is_visible -> is_visible: boolean, "(read-only)" -Particle.keys -> keys: collection, "(read-only)" -Particle.lifetime -> lifetime: float "NO DESCRIPTION" -Particle.location -> location: float "NO DESCRIPTION" -Particle.prev_angular_velocity -> prev_angular_velocity: float "NO DESCRIPTION" -Particle.prev_location -> prev_location: float "NO DESCRIPTION" -Particle.prev_rotation -> prev_rotation: float "NO DESCRIPTION" -Particle.prev_velocity -> prev_velocity: float "NO DESCRIPTION" -Particle.rotation -> rotation: float "NO DESCRIPTION" -Particle.size -> size: float "NO DESCRIPTION" -Particle.velocity -> velocity: float "NO DESCRIPTION" -ParticleBrush.count -> count: int "Particle count" -ParticleBrush.curve -> curve: pointer, "(read-only)" -ParticleBrush.length_mode -> length_mode: enum "NO DESCRIPTION" -ParticleBrush.puff_mode -> puff_mode: enum "NO DESCRIPTION" -ParticleBrush.size -> size: int "Brush size" -ParticleBrush.steps -> steps: int "Brush steps" -ParticleBrush.strength -> strength: float "Brush strength" -ParticleBrush.use_puff_volume -> use_puff_volume: boolean "Apply puff to unselected end-points, (helps maintain hair volume when puffing root)" -ParticleDupliWeight.count -> count: int "The number of times this object is repeated with respect to other objects" -ParticleDupliWeight.name -> name: string, "(read-only) Particle dupliobject name" -ParticleEdit.add_keys -> add_keys: int "How many keys to make new particles with" -ParticleEdit.brush -> brush: pointer, "(read-only)" -ParticleEdit.draw_step -> draw_step: int "How many steps to draw the path with" -ParticleEdit.emitter_distance -> emitter_distance: float "Distance to keep particles away from the emitter" -ParticleEdit.fade_frames -> fade_frames: int "How many frames to fade" -ParticleEdit.editable -> is_editable: boolean, "(read-only) A valid edit mode exists" -ParticleEdit.hair -> is_hair: boolean, "(read-only) Editing hair" -ParticleEdit.object -> object: pointer, "(read-only) The edited object" -ParticleEdit.selection_mode -> selection_mode: enum "Particle select and display mode" -ParticleEdit.draw_particles -> show_particles: boolean "Draw actual particles" -ParticleEdit.tool -> tool: enum "NO DESCRIPTION" -ParticleEdit.type -> type: enum "NO DESCRIPTION" -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.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" -ParticleEdit.keep_lengths -> use_preserve_lengths: boolean "Keep path lengths constant" -ParticleEdit.keep_root -> use_preserve_root: boolean "Keep root keys unmodified" -ParticleHairKey.location -> location: float "Location of the hair key in object space" -ParticleHairKey.location_hairspace -> location_hairspace: float "Location of the hair key in its internal coordinate system, relative to the emitting face" -ParticleHairKey.time -> time: float "Relative time of key over hair length" -ParticleHairKey.weight -> weight: float "Weight for cloth simulation" -ParticleKey.angular_velocity -> angular_velocity: float "Key angular velocity" -ParticleKey.location -> location: float "Key location" -ParticleKey.rotation -> rotation: float "Key rotation quaterion" -ParticleKey.time -> time: float "Time of key over the simulation" -ParticleKey.velocity -> velocity: float "Key velocity" -ParticleSystem.active_particle_target -> active_particle_target: pointer, "(read-only)" -ParticleSystem.active_particle_target_index -> active_particle_target_index: int "NO DESCRIPTION" -ParticleSystem.billboard_normal_uv -> billboard_normal_uv: string "UV Layer to control billboard normals" -ParticleSystem.billboard_split_uv -> billboard_split_uv: string "UV Layer to control billboard splitting" -ParticleSystem.billboard_time_index_uv -> billboard_time_index_uv: string "UV Layer to control billboard time index (X-Y)" -ParticleSystem.child_particles -> child_particles: collection, "(read-only) Child particles generated by the particle system" -ParticleSystem.cloth -> cloth: pointer, "(read-only) Cloth dynamics for hair" -ParticleSystem.multiple_caches -> has_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_roughness_2: 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" -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" -ParticleSystem.global_hair -> is_global_hair: boolean, "(read-only) Hair keys are in global coordinate space" -ParticleSystem.name -> name: string "Particle system name" -ParticleSystem.parent -> parent: pointer "Use this objects coordinate system instead of global coordinate system" -ParticleSystem.particles -> particles: collection, "(read-only) Particles generated by the particle system" -ParticleSystem.point_cache -> point_cache: pointer, "(read-only)" -ParticleSystem.reactor_target_object -> reactor_target_object: pointer "For reactor systems, the object that has the target particle system (empty if same object)" -ParticleSystem.reactor_target_particle_system -> reactor_target_particle_system: int "For reactor systems, index of particle system on the target object" -ParticleSystem.seed -> seed: int "Offset in the random number table, to get a different randomized result" -ParticleSystem.settings -> settings: pointer "Particle system settings" -ParticleSystem.targets -> targets: collection, "(read-only) Target particle systems" -ParticleSystem.hair_dynamics -> use_hair_dynamics: boolean "Enable hair dynamics using cloth simulation" -ParticleSystem.keyed_timing -> use_keyed_timing: boolean "Use key times" -ParticleSystem.vertex_group_clump -> vertex_group_clump: string "Vertex group to control clump" -ParticleSystem.vertex_group_density -> vertex_group_density: string "Vertex group to control density" -ParticleSystem.vertex_group_field -> vertex_group_field: string "Vertex group to control field" -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_rough1: string "Vertex group to control roughness 1" -ParticleSystem.vertex_group_roughness2 -> vertex_group_rough_2: 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" -ParticleTarget.duration -> duration: float "NO DESCRIPTION" -ParticleTarget.valid -> is_valid: boolean "Keyed particles target is valid" -ParticleTarget.mode -> mode: enum "NO DESCRIPTION" -ParticleTarget.name -> name: string, "(read-only) Particle target name" -ParticleTarget.object -> object: pointer "The object that has the target particle system (empty if same object)" -ParticleTarget.system -> system: int "The index of particle system on the target object" -ParticleTarget.time -> time: float "NO DESCRIPTION" -PointCache.active_point_cache_index -> active_point_cache_index: int "NO DESCRIPTION" -PointCache.filepath -> filepath: string "Cache file path" -PointCache.frame_end -> frame_end: int "Frame on which the simulation stops" -PointCache.frame_start -> frame_start: int "Frame on which the simulation starts" -PointCache.frames_skipped -> frames_skipped: boolean, "(read-only)" -PointCache.index -> index: int "Index number of cache files" -PointCache.info -> info: string, "(read-only) Info on current cache status" -PointCache.baked -> is_baked: boolean, "(read-only)" -PointCache.baking -> is_baking: boolean, "(read-only)" -PointCache.outdated -> is_outdated: boolean, "(read-only)" -PointCache.name -> name: string "Cache name" -PointCache.point_cache_list -> point_cache_list: collection, "(read-only) Point cache list" -PointCache.step -> step: int "Number of frames between cached frames" -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" -PointCache.use_library_path -> use_library_path: boolean "Use this files path when library linked into another file." -PointCache.quick_cache -> use_quick_cache: boolean "Update simulation with cache steps" -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_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" -PointDensity.particle_system -> particle_system: pointer "Particle System to render as points" -PointDensity.point_source -> point_source: enum "Point data to use as renderable point density" -PointDensity.radius -> radius: float "Radius from the shaded sample to look for points within" -PointDensity.speed_scale -> speed_scale: float "Multiplier to bring particle speed within an acceptable range" -PointDensity.turbulence_depth -> turbulence_depth: int "Level of detail in the added turbulent noise" -PointDensity.turbulence_influence -> turbulence_influence: enum "Method for driving added turbulent noise" -PointDensity.turbulence_size -> turbulence_size: float "Scale of the added turbulent noise" -PointDensity.turbulence_strength -> turbulence_strength: float "NO DESCRIPTION" -PointDensity.turbulence -> use_turbulence: boolean "Add directed noise to the density at render-time" -PointDensity.vertices_cache -> vertices_cache: enum "Co-ordinate system to cache vertices in" -Pose.active_bone_group -> active_bone_group: pointer "Active bone group for this pose" -Pose.active_bone_group_index -> active_bone_group_index: int "Active index in bone groups array" -Pose.animation_visualisation -> animation_visualisation: pointer, "(read-only) Animation data for this datablock" -Pose.bone_groups -> bone_groups: collection, "(read-only) Groups of the bones" -Pose.bones -> bones: collection, "(read-only) Individual pose bones for the armature" -Pose.ik_param -> ik_param: pointer, "(read-only) Parameters for IK solver" -Pose.ik_solver -> ik_solver: enum "Selection of IK solver for IK chain, current choice is 0 for Legacy, 1 for iTaSC" -PoseBone.bone -> bone: pointer, "(read-only) Bone associated with this PoseBone" -PoseBone.bone_group -> bone_group: pointer "Bone Group this pose channel belongs to" -PoseBone.bone_group_index -> bone_group_index: int "Bone Group this pose channel belongs to (0=no group)" -PoseBone.child -> child: pointer, "(read-only) Child of this pose bone" -PoseBone.constraints -> constraints: collection, "(read-only) Constraints that act on this PoseChannel" -PoseBone.custom_shape -> custom_shape: pointer "Object that defines custom draw type for this bone" -PoseBone.custom_shape_transform -> custom_shape_transform: pointer "Bone that defines the display transform of this custom shape" -PoseBone.head -> head: float, "(read-only) Location of head of the channels bone" -PoseBone.ik_lin_weight -> ik_lin_weight: float "Weight of scale constraint for IK" -PoseBone.ik_max_x -> ik_max_x: float "Maximum angles for IK Limit" -PoseBone.ik_max_y -> ik_max_y: float "Maximum angles for IK Limit" -PoseBone.ik_max_z -> ik_max_z: float "Maximum angles for IK Limit" -PoseBone.ik_min_x -> ik_min_x: float "Minimum angles for IK Limit" -PoseBone.ik_min_y -> ik_min_y: float "Minimum angles for IK Limit" -PoseBone.ik_min_z -> ik_min_z: float "Minimum angles for IK Limit" -PoseBone.ik_rot_weight -> ik_rot_weight: float "Weight of rotation constraint for IK" -PoseBone.ik_stiffness_x -> ik_stiffness_x: float "IK stiffness around the X axis" -PoseBone.ik_stiffness_y -> ik_stiffness_y: float "IK stiffness around the Y axis" -PoseBone.ik_stiffness_z -> ik_stiffness_z: float "IK stiffness around the Z axis" -PoseBone.ik_stretch -> ik_stretch: float "Allow scaling of the bone for IK" -PoseBone.has_ik -> is_in_ik_chain: boolean, "(read-only) Is part of an IK chain" -PoseBone.location -> location: float "NO DESCRIPTION" -NEGATE * PoseBone.ik_dof_x -> lock_ik_x: boolean "Allow movement around the X axis" -PoseBone.ik_limit_x -> lock_ik_x: boolean "Limit movement around the X axis" -NEGATE * PoseBone.ik_dof_y -> lock_ik_y: boolean "Allow movement around the Y axis" -PoseBone.ik_limit_y -> lock_ik_y: boolean "Limit movement around the Y axis" -NEGATE * PoseBone.ik_dof_z -> lock_ik_z: boolean "Allow movement around the Z axis" -PoseBone.ik_limit_z -> lock_ik_z: boolean "Limit movement around the Z axis" -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" -PoseBone.matrix -> matrix: float, "(read-only) Final 4x4 matrix for this channel" -PoseBone.matrix_channel -> matrix_channel: float, "(read-only) 4x4 matrix, before constraints" -PoseBone.matrix_local -> matrix_local: float "Matrix representing the parent relative location, scale and rotation. Provides an alternative access to these properties." -PoseBone.motion_path -> motion_path: pointer, "(read-only) Motion Path for this element" -PoseBone.name -> name: string "NO DESCRIPTION" -PoseBone.parent -> parent: pointer, "(read-only) Parent of this pose bone" -PoseBone.rotation_axis_angle -> rotation_axis_angle: float "Angle of Rotation for Axis-Angle rotation representation" -PoseBone.rotation_euler -> rotation_euler: float "Rotation in Eulers" -PoseBone.rotation_mode -> rotation_mode: enum "NO DESCRIPTION" -PoseBone.rotation_quaternion -> rotation_quaternion: float "Rotation in Quaternions" -PoseBone.scale -> scale: float "NO DESCRIPTION" -PoseBone.select -> select: boolean "NO DESCRIPTION" -PoseBone.tail -> tail: float, "(read-only) Location of tail of the channels bone" -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" -PoseBoneConstraints.active -> active: pointer "Active PoseChannel constraint" -Property.description -> description: string, "(read-only) Description of the property for tooltips" -Property.identifier -> identifier: string, "(read-only) Unique name used in the code and scripting" -Property.is_never_none -> is_never_none: boolean, "(read-only) True when this value cant be set to None" -Property.use_output -> is_output: boolean, "(read-only) True when this property is an output value from an RNA function" -Property.is_readonly -> is_readonly: boolean, "(read-only) Property is editable through RNA" -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.is_required -> is_required: boolean, "(read-only) False when this property is an optional argument in an RNA function" -Property.name -> name: string, "(read-only) Human readable name" -Property.srna -> srna: pointer, "(read-only) Struct definition used for properties assigned to this item" -Property.subtype -> subtype: enum, "(read-only) Semantic interpretation of the property" -Property.type -> type: enum, "(read-only) Data type of the property" -Property.unit -> unit: enum, "(read-only) Type of units for this property" ++ * Node|CompositorNode|CompositorNodeScale.space -> space: enum "Coordinate space to scale relative to" ++ * Node|CompositorNode|CompositorNodeSplitViewer.axis -> axis: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeSplitViewer.factor -> factor: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use" ++ * Node|CompositorNode|CompositorNodeTexture.texture -> texture: pointer "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeTime.curve -> curve: pointer, "(read-only)" ++ * Node|CompositorNode|CompositorNodeTime.end -> frame_end: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeTime.start -> frame_start: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeTonemap.adaptation -> adaptation: float "If 0, global; if 1, based on pixel intensity" ++ * Node|CompositorNode|CompositorNodeTonemap.contrast -> contrast: float "Set to 0 to use estimate from input image" ++ * Node|CompositorNode|CompositorNodeTonemap.correction -> correction: float "If 0, same for all channels; if 1, each independent" ++ * Node|CompositorNode|CompositorNodeTonemap.gamma -> gamma: float "If not used, set to 1" ++ * Node|CompositorNode|CompositorNodeTonemap.intensity -> intensity: float "If less than zero, darkens image; otherwise, makes it brighter" ++ * Node|CompositorNode|CompositorNodeTonemap.key -> key: float "The value the average luminance is mapped to" ++ * Node|CompositorNode|CompositorNodeTonemap.offset -> offset: float "Normally always 1, but can be used as an extra control to alter the brightness curve" ++ * Node|CompositorNode|CompositorNodeTonemap.tonemap_type -> type: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)" ++ * Node|CompositorNode|CompositorNodeVecBlur.factor -> factor: float "Scaling factor for motion vectors; actually shutter speed in frames" ++ * Node|CompositorNode|CompositorNodeVecBlur.samples -> samples: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeVecBlur.max_speed -> speed_max: int "Maximum speed, or zero for none" ++ * Node|CompositorNode|CompositorNodeVecBlur.min_speed -> speed_min: int "Minimum speed for a pixel to be blurred; used to separate background from foreground" ++ * Node|CompositorNode|CompositorNodeVecBlur.curved -> use_curved: boolean "Interpolate between frames in a bezier curve, rather than linearly" ++ * Node|NodeGroup.nodetree -> nodetree: pointer "NO DESCRIPTION" ++ * Node|ShaderNode.type -> type: enum, "(read-only)" ++ * Node|ShaderNode|ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean "Material Node uses inverted normal" ++ * Node|ShaderNode|ShaderNodeExtendedMaterial.material -> material: pointer "NO DESCRIPTION" ++ * Node|ShaderNode|ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean "Material Node outputs Diffuse" ++ * Node|ShaderNode|ShaderNodeExtendedMaterial.specular -> use_specular: boolean "Material Node outputs Specular" ++ * Node|ShaderNode|ShaderNodeGeometry.color_layer -> color_layer: string "NO DESCRIPTION" ++ * Node|ShaderNode|ShaderNodeGeometry.uv_layer -> uv_layer: string "NO DESCRIPTION" ++ * Node|ShaderNode|ShaderNodeMapping.location -> location: float "Location offset for the input coordinate" ++ * Node|ShaderNode|ShaderNodeMapping.maximum -> max: float "Maximum value to clamp coordinate to" ++ * Node|ShaderNode|ShaderNodeMapping.minimum -> min: float "Minimum value to clamp coordinate to" ++ * Node|ShaderNode|ShaderNodeMapping.rotation -> rotation: float "Rotation offset for the input coordinate" ++ * Node|ShaderNode|ShaderNodeMapping.scale -> scale: float "Scale adjustment for the input coordinate" ++ * Node|ShaderNode|ShaderNodeMapping.clamp_maximum -> use_max: boolean "Clamp the output coordinate to a maximum value" ++ * Node|ShaderNode|ShaderNodeMapping.clamp_minimum -> use_min: boolean "Clamp the output coordinate to a minimum value" ++ * Node|ShaderNode|ShaderNodeMaterial.invert_normal -> invert_normal: boolean "Material Node uses inverted normal" ++ * Node|ShaderNode|ShaderNodeMaterial.material -> material: pointer "NO DESCRIPTION" ++ * Node|ShaderNode|ShaderNodeMaterial.diffuse -> use_diffuse: boolean "Material Node outputs Diffuse" ++ * Node|ShaderNode|ShaderNodeMaterial.specular -> use_specular: boolean "Material Node outputs Specular" ++ * Node|ShaderNode|ShaderNodeMath.operation -> operation: enum "NO DESCRIPTION" ++ * Node|ShaderNode|ShaderNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION" ++ * Node|ShaderNode|ShaderNodeMixRGB.alpha -> use_alpha: boolean "Include alpha of second input in this operation" ++ * Node|ShaderNode|ShaderNodeRGBCurve.mapping -> mapping: pointer, "(read-only)" ++ * Node|ShaderNode|ShaderNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use" ++ * Node|ShaderNode|ShaderNodeTexture.texture -> texture: pointer "NO DESCRIPTION" ++ * Node|ShaderNode|ShaderNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)" ++ * Node|ShaderNode|ShaderNodeVectorCurve.mapping -> mapping: pointer, "(read-only)" ++ * Node|ShaderNode|ShaderNodeVectorMath.operation -> operation: enum "NO DESCRIPTION" ++ * Node|TextureNode.type -> type: enum, "(read-only)" ++ * Node|TextureNode|TextureNodeBricks.offset -> offset: float "NO DESCRIPTION" ++ * Node|TextureNode|TextureNodeBricks.offset_frequency -> offset_frequency: int "Offset every N rows" ++ * Node|TextureNode|TextureNodeBricks.squash -> squash: float "NO DESCRIPTION" ++ * Node|TextureNode|TextureNodeBricks.squash_frequency -> squash_frequency: int "Squash every N rows" ++ * Node|TextureNode|TextureNodeCurveRGB.mapping -> mapping: pointer, "(read-only)" ++ * Node|TextureNode|TextureNodeCurveTime.curve -> curve: pointer, "(read-only)" ++ * Node|TextureNode|TextureNodeCurveTime.end -> frame_end: int "NO DESCRIPTION" ++ * Node|TextureNode|TextureNodeCurveTime.start -> frame_start: int "NO DESCRIPTION" ++ * Node|TextureNode|TextureNodeImage.image -> image: pointer "NO DESCRIPTION" ++ * Node|TextureNode|TextureNodeMath.operation -> operation: enum "NO DESCRIPTION" ++ * Node|TextureNode|TextureNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION" ++ * Node|TextureNode|TextureNodeMixRGB.alpha -> use_alpha: boolean "Include alpha of second input in this operation" ++ * Node|TextureNode|TextureNodeOutput.output_name -> filepath: string "NO DESCRIPTION" ++ * Node|TextureNode|TextureNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use" ++ * Node|TextureNode|TextureNodeTexture.texture -> texture: pointer "NO DESCRIPTION" ++ * Node|TextureNode|TextureNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)" ++ * ObjectBase.layers -> layers: boolean "Layers the object base is on" ++ * ObjectBase.object -> object: pointer, "(read-only) Object this base links to" ++ * ObjectBase.select -> select: boolean "Object base selection state" ++ * ObjectConstraints.active -> active: pointer "Active Object constraint" ++ * Operator.bl_description -> bl_description: string "NO DESCRIPTION" ++ * Operator.bl_idname -> bl_idname: string "NO DESCRIPTION" ++ * Operator.bl_label -> bl_label: string "NO DESCRIPTION" ++ * Operator.bl_options -> bl_options: enum "Options for this operator type" ++ * Operator.has_reports -> has_reports: boolean, "(read-only) Operator has a set of reports (warnings and errors) from last execution" ++ * Operator.layout -> layout: pointer, "(read-only)" ++ * Operator.name -> name: string, "(read-only)" ++ * Operator.properties -> properties: pointer, "(read-only)" ++ * OperatorTypeMacro.properties -> properties: pointer, "(read-only)" ++ * PackedFile.size -> size: int, "(read-only) Size of packed file in bytes" ++ * Paint.brush -> brush: pointer "Active paint brush" ++ * Paint.show_brush -> show_brush: boolean "NO DESCRIPTION" ++ * Paint.show_brush_on_surface -> show_brush_on_surface: boolean "NO DESCRIPTION" ++ * Paint.fast_navigate -> show_low_resolution: boolean "For multires, show low resolution while navigating the view" ++ * Paint|ImagePaint.invert_stencil -> invert_stencil: boolean "Invert the stencil layer" ++ * Paint|ImagePaint.normal_angle -> normal_angle: int "Paint most on faces pointing towards the view according to this angle" ++ * Paint|ImagePaint.screen_grab_size -> screen_grab_size: int "Size to capture the image for re-projecting" ++ * Paint|ImagePaint.seam_bleed -> seam_bleed: int "Extend paint beyond the faces UVs to reduce seams (in pixels, slower)" ++ * Paint|ImagePaint.show_brush -> show_brush: boolean "Enables brush shape while not drawing" ++ * Paint|ImagePaint.show_brush_draw -> show_brush_draw: boolean "Enables brush shape while drawing" ++ * Paint|ImagePaint.use_backface_cull -> use_backface_culling: boolean "Ignore faces pointing away from the view (faster)" ++ * Paint|ImagePaint.use_clone_layer -> use_clone_layer: boolean "Use another UV layer as clone source, otherwise use 3D the cursor as the source" ++ * Paint|ImagePaint.use_normal_falloff -> use_normal_falloff: boolean "Paint most on faces pointing towards the view" ++ * Paint|ImagePaint.use_occlude -> use_occlude: boolean "Only paint onto the faces directly under the brush (slower)" ++ * Paint|ImagePaint.use_projection -> use_projection: boolean "Use projection painting for improved consistency in the brush strokes" ++ * Paint|ImagePaint.use_stencil_layer -> use_stencil_layer: boolean "Set the mask layer from the UV layer buttons" ++ * Paint|Sculpt.lock_x -> lock_x: boolean "Disallow changes to the X axis of vertices" ++ * Paint|Sculpt.lock_y -> lock_y: boolean "Disallow changes to the Y axis of vertices" ++ * Paint|Sculpt.lock_z -> lock_z: boolean "Disallow changes to the Z axis of vertices" ++ * Paint|Sculpt.radial_symm -> radial_symmetry: int "Number of times to copy strokes across the surface" ++ * Paint|Sculpt.use_openmp -> use_multithread: boolean "Take advantage of multiple CPU cores to improve sculpting performance" ++ * Paint|Sculpt.use_symmetry_feather -> use_symmetry_feather: boolean "Reduce the strength of the brush where it overlaps symmetrical daubs" ++ * Paint|Sculpt.symmetry_x -> use_symmetry_x: boolean "Mirror brush across the X axis" ++ * Paint|Sculpt.symmetry_y -> use_symmetry_y: boolean "Mirror brush across the Y axis" ++ * Paint|Sculpt.symmetry_z -> use_symmetry_z: boolean "Mirror brush across the Z axis" ++ * Paint|VertexPaint.all_faces -> use_all_faces: boolean "Paint on all faces inside brush" ++ * Paint|VertexPaint.normals -> use_normal: boolean "Applies the vertex normal before painting" ++ * Paint|VertexPaint.spray -> use_spray: boolean "Keep applying paint effect while holding mouse" ++ * Panel.bl_context -> bl_context: string "NO DESCRIPTION" ++ * Panel.bl_idname -> bl_idname: string "NO DESCRIPTION" ++ * Panel.bl_label -> bl_label: string "NO DESCRIPTION" ++ * Panel.bl_region_type -> bl_region_type: enum "NO DESCRIPTION" ++ * Panel.bl_show_header -> bl_show_header: boolean "NO DESCRIPTION" ++ * Panel.bl_space_type -> bl_space_type: enum "NO DESCRIPTION" ++ * Panel.bl_default_closed -> bl_use_closed: boolean "NO DESCRIPTION" ++ * Panel.layout -> layout: pointer, "(read-only)" +TODO SHOULD THIS BE HERE * Panel.text -> text: string "NO DESCRIPTION" ++ * Particle.alive_state -> alive_state: enum "NO DESCRIPTION" ++ * Particle.angular_velocity -> angular_velocity: float "NO DESCRIPTION" ++ * Particle.birthtime -> birth_time: float "NO DESCRIPTION" ++ * Particle.die_time -> die_time: float "NO DESCRIPTION" ++ * Particle.hair -> hair: collection, "(read-only)" ++ * Particle.is_existing -> is_exist: boolean, "(read-only)" ++ * Particle.is_visible -> is_visible: boolean, "(read-only)" ++ * Particle.keys -> keys: collection, "(read-only)" ++ * Particle.lifetime -> life_time: float "NO DESCRIPTION" ++ * Particle.location -> location: float "NO DESCRIPTION" ++ * Particle.prev_angular_velocity -> prev_angular_velocity: float "NO DESCRIPTION" ++ * Particle.prev_location -> prev_location: float "NO DESCRIPTION" ++ * Particle.prev_rotation -> prev_rotation: float "NO DESCRIPTION" ++ * Particle.prev_velocity -> prev_velocity: float "NO DESCRIPTION" ++ * Particle.rotation -> rotation: float "NO DESCRIPTION" ++ * Particle.size -> size: float "NO DESCRIPTION" ++ * Particle.velocity -> velocity: float "NO DESCRIPTION" ++ * ParticleBrush.count -> count: int "Particle count" ++ * ParticleBrush.curve -> curve: pointer, "(read-only)" ++ * ParticleBrush.length_mode -> length_mode: enum "NO DESCRIPTION" ++ * ParticleBrush.puff_mode -> puff_mode: enum "NO DESCRIPTION" ++ * ParticleBrush.size -> size: int "Brush size" ++ * ParticleBrush.steps -> steps: int "Brush steps" ++ * ParticleBrush.strength -> strength: float "Brush strength" ++ * ParticleBrush.use_puff_volume -> use_puff_volume: boolean "Apply puff to unselected end-points, (helps maintain hair volume when puffing root)" ++ * ParticleDupliWeight.count -> count: int "The number of times this object is repeated with respect to other objects" ++ * ParticleDupliWeight.name -> name: string, "(read-only) Particle dupliobject name" ++ * ParticleEdit.add_keys -> default_key_count: int "How many keys to make new particles with" ++ * ParticleEdit.brush -> brush: pointer, "(read-only)" ++ * ParticleEdit.draw_step -> draw_step: int "How many steps to draw the path with" ++ * ParticleEdit.emitter_distance -> emitter_distance: float "Distance to keep particles away from the emitter" ++ * ParticleEdit.fade_frames -> fade_frames: int "How many frames to fade" ++ * ParticleEdit.editable -> is_valid: boolean, "(read-only) A valid edit mode exists" ++ * ParticleEdit.hair -> is_hair: boolean, "(read-only) Editing hair" ++ * ParticleEdit.object -> object: pointer, "(read-only) The edited object" ++ * ParticleEdit.selection_mode -> select_mode: enum "Particle select and display mode" ++ * ParticleEdit.draw_particles -> show_particles: boolean "Draw actual particles" ++ * ParticleEdit.tool -> tool: enum "NO DESCRIPTION" ++ * ParticleEdit.type -> type: enum "NO DESCRIPTION" ++ * ParticleEdit.add_interpolate -> use_default_interpolate: boolean "Interpolate new particles from the existing ones" ++ * ParticleEdit.auto_velocity -> use_auto_velocity: boolean "Calculate point velocities automatically" ++ * 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" ++ * ParticleEdit.keep_lengths -> use_preserve_length: boolean "Keep path lengths constant" ++ * ParticleEdit.keep_root -> use_preserve_root: boolean "Keep root keys unmodified" ++ * ParticleHairKey.location -> location: float "Location of the hair key in object space" ++ * ParticleHairKey.location_hairspace -> location_hair_space: float "Location of the hair key in its internal coordinate system, relative to the emitting face" ++ * ParticleHairKey.time -> time: float "Relative time of key over hair length" ++ * ParticleHairKey.weight -> weight: float "Weight for cloth simulation" ++ * ParticleKey.angular_velocity -> angular_velocity: float "Key angular velocity" ++ * ParticleKey.location -> location: float "Key location" ++ * ParticleKey.rotation -> rotation: float "Key rotation quaterion" ++ * ParticleKey.time -> time: float "Time of key over the simulation" ++ * ParticleKey.velocity -> velocity: float "Key velocity" ++ * ParticleSystem.active_particle_target -> active_particle_target: pointer, "(read-only)" ++ * ParticleSystem.active_particle_target_index -> active_particle_target_index: int "NO DESCRIPTION" ++ * ParticleSystem.billboard_normal_uv -> billboard_normal_uv: string "UV Layer to control billboard normals" ++ * ParticleSystem.billboard_split_uv -> billboard_split_uv: string "UV Layer to control billboard splitting" ++ * ParticleSystem.billboard_time_index_uv -> billboard_time_index_uv: string "UV Layer to control billboard time index (X-Y)" ++ * ParticleSystem.child_particles -> child_particles: collection, "(read-only) Child particles generated by the particle system" ++ * ParticleSystem.cloth -> cloth: pointer, "(read-only) Cloth dynamics for hair" ++ * ParticleSystem.multiple_caches -> has_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_roughness_1: boolean "Negate the effect of the roughness 1 vertex group" ++ * ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness_2: 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" ++ * 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" ++ * ParticleSystem.global_hair -> is_global_hair: boolean, "(read-only) Hair keys are in global coordinate space" ++ * ParticleSystem.name -> name: string "Particle system name" ++ * ParticleSystem.parent -> parent: pointer "Use this objects coordinate system instead of global coordinate system" ++ * ParticleSystem.particles -> particles: collection, "(read-only) Particles generated by the particle system" ++ * ParticleSystem.point_cache -> point_cache: pointer, "(read-only)" ++ * ParticleSystem.reactor_target_object -> reactor_target_object: pointer "For reactor systems, the object that has the target particle system (empty if same object)" ++ * ParticleSystem.reactor_target_particle_system -> reactor_target_particle_system: int "For reactor systems, index of particle system on the target object" ++ * ParticleSystem.seed -> seed: int "Offset in the random number table, to get a different randomized result" ++ * ParticleSystem.settings -> settings: pointer "Particle system settings" ++ * ParticleSystem.targets -> targets: collection, "(read-only) Target particle systems" ++ * ParticleSystem.hair_dynamics -> use_hair_dynamics: boolean "Enable hair dynamics using cloth simulation" ++ * ParticleSystem.keyed_timing -> use_keyed_timing: boolean "Use key times" ++ * ParticleSystem.vertex_group_clump -> vertex_group_clump: string "Vertex group to control clump" ++ * ParticleSystem.vertex_group_density -> vertex_group_density: string "Vertex group to control density" ++ * ParticleSystem.vertex_group_field -> vertex_group_field: string "Vertex group to control field" ++ * 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_rough_1: string "Vertex group to control roughness 1" ++ * ParticleSystem.vertex_group_roughness2 -> vertex_group_rough_2: 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" ++ * ParticleTarget.duration -> duration: float "NO DESCRIPTION" ++ * ParticleTarget.valid -> is_valid: boolean "Keyed particles target is valid" ++ * ParticleTarget.mode -> alliance: enum "NO DESCRIPTION" ++ * ParticleTarget.name -> name: string, "(read-only) Particle target name" ++ * ParticleTarget.object -> object: pointer "The object that has the target particle system (empty if same object)" ++ * ParticleTarget.system -> system: int "The index of particle system on the target object" ++ * ParticleTarget.time -> time: float "NO DESCRIPTION" ++ * PointCache.active_point_cache_index -> active_point_cache_index: int "NO DESCRIPTION" ++ * PointCache.filepath -> filepath: string "Cache file path" ++ * PointCache.frame_end -> frame_end: int "Frame on which the simulation stops" ++ * PointCache.frame_start -> frame_start: int "Frame on which the simulation starts" ++ * PointCache.frames_skipped -> frames_skipped: boolean, "(read-only)" ++ * PointCache.index -> index: int "Index number of cache files" ++ * PointCache.info -> info: string, "(read-only) Info on current cache status" ++ * PointCache.baked -> is_baked: boolean, "(read-only)" ++ * PointCache.baking -> is_baking: boolean, "(read-only)" ++ * PointCache.outdated -> is_outdated: boolean, "(read-only)" ++ * PointCache.name -> name: string "Cache name" ++ * PointCache.point_cache_list -> point_caches: collection, "(read-only) Point cache list" ++ * PointCache.step -> frame_step: int "Number of frames between cached frames" ++ * 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" ++ * PointCache.use_library_path -> use_library_path: boolean "Use this files path when library linked into another file." ++ * PointCache.quick_cache -> use_quick_cache: boolean "Update simulation with cache steps" ++ * 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_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_coords: enum "Co-ordinate system to cache particles in" ++ * PointDensity.particle_system -> particle_system: pointer "Particle System to render as points" ++ * PointDensity.point_source -> point_source: enum "Point data to use as renderable point density" ++ * PointDensity.radius -> radius: float "Radius from the shaded sample to look for points within" ++ * PointDensity.speed_scale -> speed_scale: float "Multiplier to bring particle speed within an acceptable range" ++ * PointDensity.turbulence_depth -> turbulence_depth: int "Level of detail in the added turbulent noise" ++ * PointDensity.turbulence_influence -> turbulence_influence: enum "Method for driving added turbulent noise" ++ * PointDensity.turbulence_size -> turbulence_scale: float "Scale of the added turbulent noise" ++ * PointDensity.turbulence_strength -> turbulence_strength: float "NO DESCRIPTION" ++ * PointDensity.turbulence -> use_turbulence: boolean "Add directed noise to the density at render-time" ++ * PointDensity.vertices_cache -> vertex_cache_coords: enum "Co-ordinate system to cache vertices in" ++ * Pose.active_bone_group -> active_bone_group: pointer "Active bone group for this pose" ++ * Pose.active_bone_group_index -> active_bone_group_index: int "Active index in bone groups array" ++ * Pose.animation_visualisation -> animation_visualisation: pointer, "(read-only) Animation data for this datablock" ++ * Pose.bone_groups -> bone_groups: collection, "(read-only) Groups of the bones" ++ * Pose.bones -> bones: collection, "(read-only) Individual pose bones for the armature" ++ * Pose.ik_param -> ik_param: pointer, "(read-only) Parameters for IK solver" ++ * Pose.ik_solver -> ik_solver: enum "Selection of IK solver for IK chain, current choice is 0 for Legacy, 1 for iTaSC" ++ * PoseBone.bone -> bone: pointer, "(read-only) Bone associated with this PoseBone" ++ * PoseBone.bone_group -> bone_group: pointer "Bone Group this pose channel belongs to" ++ * PoseBone.bone_group_index -> bone_group_index: int "Bone Group this pose channel belongs to (0=no group)" ++ * PoseBone.child -> child: pointer, "(read-only) Child of this pose bone" ++ * PoseBone.constraints -> constraints: collection, "(read-only) Constraints that act on this PoseChannel" ++ * PoseBone.custom_shape -> custom_shape: pointer "Object that defines custom draw type for this bone" ++ * PoseBone.custom_shape_transform -> custom_shape_transform: pointer "Bone that defines the display transform of this custom shape" ++ * PoseBone.head -> head: float, "(read-only) Location of head of the channels bone" ++ * PoseBone.ik_lin_weight -> ik_linear_weight: float "Weight of scale constraint for IK" ++ * PoseBone.ik_max_x -> ik_max_x: float "Maximum angles for IK Limit" ++ * PoseBone.ik_max_y -> ik_max_y: float "Maximum angles for IK Limit" ++ * PoseBone.ik_max_z -> ik_max_z: float "Maximum angles for IK Limit" ++ * PoseBone.ik_min_x -> ik_min_x: float "Minimum angles for IK Limit" ++ * PoseBone.ik_min_y -> ik_min_y: float "Minimum angles for IK Limit" ++ * PoseBone.ik_min_z -> ik_min_z: float "Minimum angles for IK Limit" ++ * PoseBone.ik_rot_weight -> ik_rotation_weight: float "Weight of rotation constraint for IK" ++ * PoseBone.ik_stiffness_x -> ik_stiffness_x: float "IK stiffness around the X axis" ++ * PoseBone.ik_stiffness_y -> ik_stiffness_y: float "IK stiffness around the Y axis" ++ * PoseBone.ik_stiffness_z -> ik_stiffness_z: float "IK stiffness around the Z axis" ++ * PoseBone.ik_stretch -> ik_stretch: float "Allow scaling of the bone for IK" ++ * PoseBone.has_ik -> is_in_ik_chain: boolean, "(read-only) Is part of an IK chain" ++ * PoseBone.location -> location: float "NO DESCRIPTION" ++NEGATE * PoseBone.ik_dof_x -> lock_ik_x: boolean "Allow movement around the X axis" ++ * PoseBone.ik_limit_x -> lock_ik_x: boolean "Limit movement around the X axis" ++NEGATE * PoseBone.ik_dof_y -> lock_ik_y: boolean "Allow movement around the Y axis" ++ * PoseBone.ik_limit_y -> lock_ik_y: boolean "Limit movement around the Y axis" ++NEGATE * PoseBone.ik_dof_z -> lock_ik_z: boolean "Allow movement around the Z axis" ++ * PoseBone.ik_limit_z -> lock_ik_z: boolean "Limit movement around the Z axis" ++ * 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" ++ * PoseBone.matrix -> matrix: float, "(read-only) Final 4x4 matrix for this channel" ++ * PoseBone.matrix_channel -> matrix_channel: float, "(read-only) 4x4 matrix, before constraints" ++ * PoseBone.matrix_local -> matrix_local: float "Matrix representing the parent relative location, scale and rotation. Provides an alternative access to these properties." ++ * PoseBone.motion_path -> motion_path: pointer, "(read-only) Motion Path for this element" ++ * PoseBone.name -> name: string "NO DESCRIPTION" ++ * PoseBone.parent -> parent: pointer, "(read-only) Parent of this pose bone" ++ * PoseBone.rotation_axis_angle -> rotation_axis_angle: float "Angle of Rotation for Axis-Angle rotation representation" ++ * PoseBone.rotation_euler -> rotation_euler: float "Rotation in Eulers" ++ * PoseBone.rotation_mode -> rotation_mode: enum "NO DESCRIPTION" ++ * PoseBone.rotation_quaternion -> rotation_quaternion: float "Rotation in Quaternions" ++ * PoseBone.scale -> scale: float "NO DESCRIPTION" ++ * PoseBone.select -> select: boolean "NO DESCRIPTION" ++ * PoseBone.tail -> tail: float, "(read-only) Location of tail of the channels bone" ++ * PoseBone.ik_lin_control -> use_ik_linear_control: boolean "Apply channel size as IK constraint if stretching is enabled" ++ * PoseBone.ik_rot_control -> use_ik_rotation_control: boolean "Apply channel rotation as IK constraint" ++ * PoseBoneConstraints.active -> active: pointer "Active PoseChannel constraint" ++ * Property.description -> description: string, "(read-only) Description of the property for tooltips" ++ * Property.identifier -> identifier: string, "(read-only) Unique name used in the code and scripting" ++ * Property.is_never_none -> is_never_none: boolean, "(read-only) True when this value cant be set to None" ++ * Property.use_output -> is_output: boolean, "(read-only) True when this property is an output value from an RNA function" ++ * Property.is_readonly -> is_readonly: boolean, "(read-only) Property is editable through RNA" ++ * 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.is_required -> is_required: boolean, "(read-only) False when this property is an optional argument in an RNA function" ++ * Property.name -> name: string, "(read-only) Human readable name" ++ * Property.srna -> srna: pointer, "(read-only) Struct definition used for properties assigned to this item" ++ * Property.subtype -> subtype: enum, "(read-only) Semantic interpretation of the property" ++ * Property.type -> type: enum, "(read-only) Data type of the property" ++ * Property.unit -> unit: enum, "(read-only) Type of units for this property" + * Property|BooleanProperty.array_length -> array_length: int, "(read-only) Maximum length of the array, 0 means unlimited" + * Property|BooleanProperty.default -> default: boolean, "(read-only) Default value for this number" + * Property|BooleanProperty.default_array -> default_array: boolean, "(read-only) Default value for this array" + * Property|CollectionProperty.fixed_type -> fixed_type: pointer, "(read-only) Fixed pointer type, empty if variable type" -Property|EnumProperty.default -> default: enum, "(read-only) Default value for this enum" -Property|EnumProperty.items -> items: collection, "(read-only) Possible values for the property" -Property|FloatProperty.array_length -> array_length: int, "(read-only) Maximum length of the array, 0 means unlimited" -Property|FloatProperty.default -> default: float, "(read-only) Default value for this number" -Property|FloatProperty.default_array -> default_array: float, "(read-only) Default value for this array" -Property|FloatProperty.hard_max -> hard_max: float, "(read-only) Maximum value used by buttons" -Property|FloatProperty.hard_min -> hard_min: float, "(read-only) Minimum value used by buttons" -Property|FloatProperty.precision -> precision: int, "(read-only) Number of digits after the dot used by buttons" -Property|FloatProperty.soft_max -> soft_max: float, "(read-only) Maximum value used by buttons" -Property|FloatProperty.soft_min -> soft_min: float, "(read-only) Minimum value used by buttons" -Property|FloatProperty.step -> step: float, "(read-only) Step size used by number buttons, for floats 1/100th of the step size" -Property|IntProperty.array_length -> array_length: int, "(read-only) Maximum length of the array, 0 means unlimited" -Property|IntProperty.default -> default: int, "(read-only) Default value for this number" -Property|IntProperty.default_array -> default_array: int, "(read-only) Default value for this array" -Property|IntProperty.hard_max -> hard_max: int, "(read-only) Maximum value used by buttons" -Property|IntProperty.hard_min -> hard_min: int, "(read-only) Minimum value used by buttons" -Property|IntProperty.soft_max -> soft_max: int, "(read-only) Maximum value used by buttons" -Property|IntProperty.soft_min -> soft_min: int, "(read-only) Minimum value used by buttons" -Property|IntProperty.step -> step: int, "(read-only) Step size used by number buttons, for floats 1/100th of the step size" -Property|PointerProperty.fixed_type -> fixed_type: pointer, "(read-only) Fixed pointer type, empty if variable type" -Property|StringProperty.default -> default: string, "(read-only) string default value" -Property|StringProperty.max_length -> length_max: int, "(read-only) Maximum length of the string, 0 means unlimited" -RGBANodeSocket.default_value -> default_value: float "Default value of the socket when no link is attached" -RGBANodeSocket.name -> name: string, "(read-only) Socket name" -Region.height -> height: int, "(read-only) Region height" -Region.id -> id: int, "(read-only) Unique ID for this region" -Region.type -> type: enum, "(read-only) Type of this region" -Region.width -> width: int, "(read-only) Region width" -RegionView3D.lock_rotation -> lock_rotation: boolean "Lock view rotation in side views" -RegionView3D.perspective_matrix -> perspective_matrix: float, "(read-only) Current perspective matrix of the 3D region" -RegionView3D.box_preview -> show_synced_view: boolean "Sync view position between side views" -RegionView3D.box_clip -> use_box_clip: boolean "Clip objects based on whats visible in other side views" -RegionView3D.view_distance -> view_distance: float "Distance to the view location" -RegionView3D.view_location -> view_location: float "View pivot location" -RegionView3D.view_matrix -> view_matrix: float, "(read-only) Current view matrix of the 3D region" -RegionView3D.view_perspective -> view_perspective: enum "View Perspective" -RegionView3D.view_rotation -> view_rotation: float "Rotation in quaternions (keep normalized)" -RenderEngine.bl_idname -> bl_idname: string "NO DESCRIPTION" -RenderEngine.bl_label -> bl_label: string "NO DESCRIPTION" -RenderEngine.bl_postprocess -> bl_use_postprocess: boolean "NO DESCRIPTION" -RenderEngine.bl_preview -> bl_use_preview: boolean "NO DESCRIPTION" -RenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean, "(read-only) Exclude AO pass from combined" -RenderLayer.pass_emit_exclude -> exclude_emit: boolean, "(read-only) Exclude emission pass from combined" -RenderLayer.pass_environment_exclude -> exclude_environment: boolean, "(read-only) Exclude environment pass from combined" -RenderLayer.pass_indirect_exclude -> exclude_indirect: boolean, "(read-only) Exclude indirect pass from combined" -RenderLayer.pass_reflection_exclude -> exclude_reflection: boolean, "(read-only) Exclude raytraced reflection pass from combined" -RenderLayer.pass_refraction_exclude -> exclude_refraction: boolean, "(read-only) Exclude raytraced refraction pass from combined" -RenderLayer.pass_shadow_exclude -> exclude_shadow: boolean, "(read-only) Exclude shadow pass from combined" -RenderLayer.pass_specular_exclude -> exclude_specular: boolean, "(read-only) Exclude specular pass from combined" -RenderLayer.zmask_negate -> invert_zmask: boolean, "(read-only) For Zmask, only render what is behind solid z values instead of in front" -RenderLayer.visible_layers -> layers: boolean, "(read-only) Scene layers included in this render layer" -RenderLayer.zmask_layers -> layers_zmask: boolean, "(read-only) Zmask scene layers" -RenderLayer.light_override -> light_override: pointer, "(read-only) Group to override all other lights in this render layer" -RenderLayer.material_override -> material_override: pointer, "(read-only) Material to override all other materials in this render layer" -RenderLayer.name -> name: string, "(read-only) Render layer name" -RenderLayer.passes -> passes: collection, "(read-only)" -RenderLayer.rect -> rect: float "NO DESCRIPTION" ++ * Property|EnumProperty.default -> default: enum, "(read-only) Default value for this enum" ++ * Property|EnumProperty.items -> items: collection, "(read-only) Possible values for the property" ++ * Property|FloatProperty.array_length -> array_length: int, "(read-only) Maximum length of the array, 0 means unlimited" ++ * Property|FloatProperty.default -> default: float, "(read-only) Default value for this number" ++ * Property|FloatProperty.default_array -> default_array: float, "(read-only) Default value for this array" ++ * Property|FloatProperty.hard_max -> hard_max: float, "(read-only) Maximum value used by buttons" ++ * Property|FloatProperty.hard_min -> hard_min: float, "(read-only) Minimum value used by buttons" ++ * Property|FloatProperty.precision -> precision: int, "(read-only) Number of digits after the dot used by buttons" ++ * Property|FloatProperty.soft_max -> soft_max: float, "(read-only) Maximum value used by buttons" ++ * Property|FloatProperty.soft_min -> soft_min: float, "(read-only) Minimum value used by buttons" ++ * Property|FloatProperty.step -> step: float, "(read-only) Step size used by number buttons, for floats 1/100th of the step size" ++ * Property|IntProperty.array_length -> array_length: int, "(read-only) Maximum length of the array, 0 means unlimited" ++ * Property|IntProperty.default -> default: int, "(read-only) Default value for this number" ++ * Property|IntProperty.default_array -> default_array: int, "(read-only) Default value for this array" ++ * Property|IntProperty.hard_max -> hard_max: int, "(read-only) Maximum value used by buttons" ++ * Property|IntProperty.hard_min -> hard_min: int, "(read-only) Minimum value used by buttons" ++ * Property|IntProperty.soft_max -> soft_max: int, "(read-only) Maximum value used by buttons" ++ * Property|IntProperty.soft_min -> soft_min: int, "(read-only) Minimum value used by buttons" ++ * Property|IntProperty.step -> step: int, "(read-only) Step size used by number buttons, for floats 1/100th of the step size" ++ * Property|PointerProperty.fixed_type -> fixed_type: pointer, "(read-only) Fixed pointer type, empty if variable type" ++ * Property|StringProperty.default -> default: string, "(read-only) string default value" ++ * Property|StringProperty.max_length -> length_max: int, "(read-only) Maximum length of the string, 0 means unlimited" ++ * RGBANodeSocket.default_value -> default_value: float "Default value of the socket when no link is attached" ++ * RGBANodeSocket.name -> name: string, "(read-only) Socket name" ++ * Region.height -> height: int, "(read-only) Region height" ++ * Region.id -> id: int, "(read-only) Unique ID for this region" ++ * Region.type -> type: enum, "(read-only) Type of this region" ++ * Region.width -> width: int, "(read-only) Region width" ++ * RegionView3D.lock_rotation -> lock_rotation: boolean "Lock view rotation in side views" ++ * RegionView3D.perspective_matrix -> perspective_matrix: float, "(read-only) Current perspective matrix of the 3D region" ++ * RegionView3D.box_preview -> show_sync_view: boolean "Sync view position between side views" ++ * RegionView3D.box_clip -> use_box_clip: boolean "Clip objects based on whats visible in other side views" ++ * RegionView3D.view_distance -> view_distance: float "Distance to the view location" ++ * RegionView3D.view_location -> view_location: float "View pivot location" ++ * RegionView3D.view_matrix -> view_matrix: float, "(read-only) Current view matrix of the 3D region" ++ * RegionView3D.view_perspective -> view_perspective: enum "View Perspective" ++ * RegionView3D.view_rotation -> view_rotation: float "Rotation in quaternions (keep normalized)" ++ * RenderEngine.bl_idname -> bl_idname: string "NO DESCRIPTION" ++ * RenderEngine.bl_label -> bl_label: string "NO DESCRIPTION" ++ * RenderEngine.bl_postprocess -> bl_use_postprocess: boolean "NO DESCRIPTION" ++ * RenderEngine.bl_preview -> bl_use_preview: boolean "NO DESCRIPTION" ++ * RenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean, "(read-only) Exclude AO pass from combined" ++ * RenderLayer.pass_emit_exclude -> exclude_emit: boolean, "(read-only) Exclude emission pass from combined" ++ * RenderLayer.pass_environment_exclude -> exclude_environment: boolean, "(read-only) Exclude environment pass from combined" ++ * RenderLayer.pass_indirect_exclude -> exclude_indirect: boolean, "(read-only) Exclude indirect pass from combined" ++ * RenderLayer.pass_reflection_exclude -> exclude_reflection: boolean, "(read-only) Exclude raytraced reflection pass from combined" ++ * RenderLayer.pass_refraction_exclude -> exclude_refraction: boolean, "(read-only) Exclude raytraced refraction pass from combined" ++ * RenderLayer.pass_shadow_exclude -> exclude_shadow: boolean, "(read-only) Exclude shadow pass from combined" ++ * RenderLayer.pass_specular_exclude -> exclude_specular: boolean, "(read-only) Exclude specular pass from combined" ++ * RenderLayer.zmask_negate -> invert_zmask: boolean, "(read-only) For Zmask, only render what is behind solid z values instead of in front" ++ * RenderLayer.visible_layers -> layers: boolean, "(read-only) Scene layers included in this render layer" ++ * RenderLayer.zmask_layers -> layers_zmask: boolean, "(read-only) Zmask scene layers" ++ * RenderLayer.light_override -> light_override: pointer, "(read-only) Group to override all other lights in this render layer" ++ * RenderLayer.material_override -> material_override: pointer, "(read-only) Material to override all other materials in this render layer" ++ * RenderLayer.name -> name: string, "(read-only) Render layer name" ++ * RenderLayer.passes -> passes: collection, "(read-only)" ++ * RenderLayer.rect -> rect: float "NO DESCRIPTION" + * RenderLayer.enabled -> use: boolean, "(read-only) Disable or enable the render layer" -RenderLayer.all_z -> use_all_z: boolean, "(read-only) Fill in Z values for solid faces in invisible layers, for masking" -RenderLayer.edge -> use_edge_enhance: boolean, "(read-only) Render Edge-enhance in this Layer (only works for Solid faces)" -RenderLayer.halo -> use_halo: boolean, "(read-only) Render Halos in this Layer (on top of Solid)" -RenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean, "(read-only) Deliver AO pass" -RenderLayer.pass_color -> use_pass_color: boolean, "(read-only) Deliver shade-less color pass" -RenderLayer.pass_combined -> use_pass_combined: boolean, "(read-only) Deliver full combined RGBA buffer" -RenderLayer.pass_diffuse -> use_pass_diffuse: boolean, "(read-only) Deliver diffuse pass" -RenderLayer.pass_emit -> use_pass_emit: boolean, "(read-only) Deliver emission pass" -RenderLayer.pass_environment -> use_pass_environment: boolean, "(read-only) Deliver environment lighting pass" -RenderLayer.pass_indirect -> use_pass_indirect: boolean, "(read-only) Deliver indirect lighting pass" -RenderLayer.pass_mist -> use_pass_mist: boolean, "(read-only) Deliver mist factor pass (0.0-1.0)" -RenderLayer.pass_normal -> use_pass_normal: boolean, "(read-only) Deliver normal pass" -RenderLayer.pass_object_index -> use_pass_object_index: boolean, "(read-only) Deliver object index pass" -RenderLayer.pass_reflection -> use_pass_reflection: boolean, "(read-only) Deliver raytraced reflection pass" -RenderLayer.pass_refraction -> use_pass_refraction: boolean, "(read-only) Deliver raytraced refraction pass" -RenderLayer.pass_shadow -> use_pass_shadow: boolean, "(read-only) Deliver shadow pass" -RenderLayer.pass_specular -> use_pass_specular: boolean, "(read-only) Deliver specular pass" -RenderLayer.pass_uv -> use_pass_uv: boolean, "(read-only) Deliver texture UV pass" -RenderLayer.pass_vector -> use_pass_vector: boolean, "(read-only) Deliver speed vector pass" -RenderLayer.pass_z -> use_pass_z: boolean, "(read-only) Deliver Z values pass" -RenderLayer.sky -> use_sky: boolean, "(read-only) Render Sky in this Layer" -RenderLayer.solid -> use_solid: boolean, "(read-only) Render Solid faces in this Layer" -RenderLayer.strand -> use_strand: boolean, "(read-only) Render Strands in this Layer" -RenderLayer.zmask -> use_zmask: boolean, "(read-only) Only render whats in front of the solid z values" -RenderLayer.ztransp -> use_ztransp: boolean, "(read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)" -RenderPass.channel_id -> channel_id: string, "(read-only)" -RenderPass.channels -> channels: int, "(read-only)" -RenderPass.name -> name: string, "(read-only)" -RenderPass.rect -> rect: float "NO DESCRIPTION" -RenderPass.type -> type: enum, "(read-only)" -RenderResult.layers -> layers: collection, "(read-only)" -RenderResult.resolution_x -> resolution_x: int, "(read-only)" -RenderResult.resolution_y -> resolution_y: int, "(read-only)" -RenderSettings.active_layer_index -> active_layer_index: int "Active index in render layer array" -RenderSettings.alpha_mode -> alpha_mode: enum "Representation of alpha information in the RGBA pixels" -RenderSettings.antialiasing_samples -> antialiasing_samples: enum "Amount of anti-aliasing samples per pixel" -RenderSettings.bake_aa_mode -> bake_aa_mode: enum "NO DESCRIPTION" -RenderSettings.bake_bias -> bake_bias: float "Bias towards faces further away from the object (in blender units)" -RenderSettings.bake_distance -> bake_distance: float "Maximum distance from active object to other object (in blender units" -RenderSettings.bake_margin -> bake_margin: int "Amount of pixels to extend the baked result with, as post process filter" -RenderSettings.bake_normal_space -> bake_normal_space: enum "Choose normal space for baking" -RenderSettings.bake_quad_split -> bake_quad_split: enum "Choose the method used to split a quad into 2 triangles for baking" -RenderSettings.bake_type -> bake_type: enum "Choose shading information to bake into the image" -RenderSettings.border_max_x -> border_max_x: float "Sets maximum X value for the render border" -RenderSettings.border_max_y -> border_max_y: float "Sets maximum Y value for the render border" -RenderSettings.border_min_x -> border_min_x: float "Sets minimum X value to for the render border" -RenderSettings.border_min_y -> border_min_y: float "Sets minimum Y value for the render border" -RenderSettings.cineon_black -> cineon_black: int "Log conversion reference blackpoint" -RenderSettings.cineon_gamma -> cineon_gamma: float "Log conversion gamma" -RenderSettings.cineon_white -> cineon_white: int "Log conversion reference whitepoint" -RenderSettings.color_mode -> color_mode: enum "Choose BW for saving greyscale images, RGB for saving red, green and blue channels, AND RGBA for saving red, green, blue + alpha channels" -RenderSettings.display_mode -> display_mode: enum "Select where rendered images will be displayed" -RenderSettings.dither_intensity -> dither_intensity: float "Amount of dithering noise added to the rendered image to break up banding" -RenderSettings.edge_color -> edge_color: float "NO DESCRIPTION" -RenderSettings.edge_threshold -> edge_threshold: int "Threshold for drawing outlines on geometry edges" -RenderSettings.engine -> engine: enum "Engine to use for rendering" -RenderSettings.field_order -> field_order: enum "Order of video fields. Select which lines get rendered first, to create smooth motion for TV output" -RenderSettings.file_extension -> file_extension: string, "(read-only) The file extension used for saving renders" -RenderSettings.file_format -> file_format: enum "File format to save the rendered images as" -RenderSettings.file_quality -> file_quality: int "Quality of JPEG images, AVI Jpeg and SGI movies" -RenderSettings.filter_size -> filter_size: float "Pixel width over which the reconstruction filter combines samples" -RenderSettings.fps -> fps: int "Framerate, expressed in frames per second" -RenderSettings.fps_base -> fps_base: float "Framerate base" -RenderSettings.multiple_engines -> has_multiple_engines: boolean, "(read-only) More than one rendering engine is available" -RenderSettings.is_movie_format -> is_movie_format: boolean, "(read-only) When true the format is a movie" -RenderSettings.layers -> layers: collection, "(read-only)" -RenderSettings.motion_blur_samples -> motion_blur_samples: int "Number of scene samples to take with motion blur" -RenderSettings.motion_blur_shutter -> motion_blur_shutter: float "Time taken in frames between shutter open and close" -RenderSettings.octree_resolution -> octree_resolution: enum "Resolution of raytrace accelerator. Use higher resolutions for larger scenes" -RenderSettings.output_path -> output_path: string "Directory/name to save animations, # characters defines the position and length of frame numbers" -RenderSettings.parts_x -> parts_x: int "Number of horizontal tiles to use while rendering" -RenderSettings.parts_y -> parts_y: int "Number of vertical tiles to use while rendering" -RenderSettings.pixel_aspect_x -> pixel_aspect_x: float "Horizontal aspect ratio - for anamorphic or non-square pixel output" -RenderSettings.pixel_aspect_y -> pixel_aspect_y: float "Vertical aspect ratio - for anamorphic or non-square pixel output" -RenderSettings.pixel_filter -> pixel_filter: enum "Reconstruction filter used for combining anti-aliasing samples" -RenderSettings.raytrace_structure -> raytrace_structure: enum "Type of raytrace accelerator structure" -RenderSettings.resolution_percentage -> resolution_percentage: int "Percentage scale for render resolution" -RenderSettings.resolution_x -> resolution_x: int "Number of horizontal pixels in the rendered image" -RenderSettings.resolution_y -> resolution_y: int "Number of vertical pixels in the rendered image" -RenderSettings.sequencer_gl_preview -> sequencer_gl_preview: enum "Method to draw in the sequencer view" -RenderSettings.sequencer_gl_render -> sequencer_gl_render: enum "Method to draw in the sequencer view" -RenderSettings.simplify_ao_sss -> simplify_ao_sss: float "Global approximate AA and SSS quality factor" -RenderSettings.simplify_child_particles -> simplify_child_particles: float "Global child particles percentage" -RenderSettings.simplify_shadow_samples -> simplify_shadow_samples: int "Global maximum shadow samples" -RenderSettings.simplify_subdivision -> simplify_subdivision: int "Global maximum subdivision level" -RenderSettings.stamp_background -> stamp_background: float "Color to use behind stamp text" -RenderSettings.stamp_font_size -> stamp_font_size: int "Size of the font used when rendering stamp text" -RenderSettings.stamp_foreground -> stamp_foreground: float "Color to use for stamp text" -RenderSettings.stamp_note_text -> stamp_note_text: string "Custom text to appear in the stamp note" -RenderSettings.threads -> threads: int "Number of CPU threads to use simultaneously while rendering (for multi-core/CPU systems)" -RenderSettings.threads_mode -> threads_mode: enum "Determine the amount of render threads used" -RenderSettings.render_antialiasing -> use_antialiasing: boolean "Render and combine multiple samples per pixel to prevent jagged edges" -RenderSettings.backbuf -> use_backbuf: boolean "Render backbuffer image" -RenderSettings.bake_active -> use_bake_active_to_selected: boolean "Bake shading on the surface of selected objects to the active object" -RenderSettings.bake_enable_aa -> use_bake_antialiasing: boolean "Enables Anti-aliasing" -RenderSettings.bake_clear -> use_bake_clear: boolean "Clear Images before baking" -RenderSettings.bake_normalized -> use_bake_normalized: boolean "With displacement normalize to the distance, with ambient occlusion normalize without using material settings" -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.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.use_compositing -> use_compositing: boolean "Process the render result through the compositing pipeline, if compositing nodes are enabled" -RenderSettings.crop_to_border -> use_crop_to_border: boolean "Crop the rendered frame to the defined border size" -RenderSettings.edge -> use_edge_enhance: boolean "use_Create a toon outline around the edges of geometry" -RenderSettings.use_envmaps -> use_envmaps: boolean "Calculate environment maps while rendering" -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.use_file_extension -> use_file_extension: boolean "Add the file format extensions to the rendered file name (eg: filename + .jpg)" -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.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.motion_blur -> use_motion_blur: boolean "Use multi-sampled 3D scene motion blur" -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_raytrace: boolean "Pre-calculate the raytrace accelerator and render raytracing effects" -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.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 "NO DESCRIPTION" -RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean "NO DESCRIPTION" -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.simplify_triangulate -> use_simplify_triangulate: boolean "Disables non-planer quads being triangulated" -RenderSettings.single_layer -> use_single_layer: boolean "Only render the active layer" -RenderSettings.use_sss -> use_sss: boolean "Calculate sub-surface scattering in materials rendering" -RenderSettings.render_stamp -> use_stamp: boolean "Render the stamp info text in the rendered image" -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.use_textures -> use_textures: boolean "Use textures to affect material properties" -RenderSettings.tiff_bit -> use_tiff_16bit: boolean "Save TIFF with 16 bits per channel" -SPHFluidSettings.buoyancy -> buoyancy: float "NO DESCRIPTION" -SPHFluidSettings.fluid_radius -> fluid_radius: float "Fluid interaction Radius" -SPHFluidSettings.rest_density -> rest_density: float "Density" -SPHFluidSettings.rest_length -> rest_length: float "The Spring Rest Length (factor of interaction radius)" -SPHFluidSettings.spring_k -> spring_k: float "Spring force constant" -SPHFluidSettings.stiffness_k -> stiffness_k: float "Constant K - Stiffness" -SPHFluidSettings.stiffness_knear -> stiffness_knear: float "Repulsion factor: stiffness_knear" -SPHFluidSettings.viscosity_beta -> viscosity_beta: float "Square viscosity factor" -SPHFluidSettings.viscosity_omega -> viscosity_omega: float "Linear viscosity" -SceneBases.active -> active: pointer "Active object base in the scene" -SceneGameData.activity_culling_box_radius -> activity_culling_box_radius: float "Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled" -SceneGameData.depth -> depth: int "Displays bit depth of full screen display" -SceneGameData.dome_angle -> dome_angle: int "Field of View of the Dome - it only works in mode Fisheye and Truncated" -SceneGameData.dome_buffer_resolution -> dome_buffer_resolution: float "Buffer Resolution - decrease it to increase speed" -SceneGameData.dome_mode -> dome_mode: enum "Dome physical configurations" -SceneGameData.dome_tesselation -> dome_tesselation: int "Tessellation level - check the generated mesh in wireframe mode" -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 -> 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" -SceneGameData.occlusion_culling_resolution -> occlusion_culling_resolution: float "The size of the occlusion buffer in pixel, use higher value for better precision (slower)" -SceneGameData.physics_engine -> physics_engine: enum "Physics engine used for physics simulation in the game engine" -SceneGameData.physics_gravity -> physics_gravity: float "Gravitational constant used for physics simulation in the game engine" -SceneGameData.physics_step_max -> physics_step_max: int "Sets the maximum number of physics step per game frame if graphics slows down the game, higher value allows physics to keep up with realtime" -SceneGameData.physics_step_sub -> physics_step_sub: int "Sets the number of simulation substep per physic timestep, higher value give better physics precision" -SceneGameData.resolution_x -> resolution_x: int "Number of horizontal pixels in the screen" -SceneGameData.resolution_y -> resolution_y: int "Number of vertical pixels in the screen" -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.fullscreen -> show_fullscreen: boolean "Starts player in a new fullscreen display" -SceneGameData.show_physics_visualization -> show_physics_visualization: boolean "Show a visualization of physics bounds and interactions" -SceneGameData.stereo -> stereo: enum "NO DESCRIPTION" -SceneGameData.stereo_mode -> stereo_mode: enum "Stereographic techniques" -SceneGameData.activity_culling -> use_activity_culling: boolean "Activity culling is enabled" -SceneGameData.use_animation_record -> use_animation_record: boolean "Record animation to fcurves" -SceneGameData.auto_start -> use_auto_start: boolean "Automatically start game at load time" -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.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.use_occlusion_culling -> use_occlusion_culling: boolean "Use optimized Bullet DBVT tree for view frustum and occlusion culling" -SceneObjects.active -> active: pointer "Active object for this scene" -SceneRenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean "Exclude AO pass from combined" -SceneRenderLayer.pass_emit_exclude -> exclude_emit: boolean "Exclude emission pass from combined" -SceneRenderLayer.pass_environment_exclude -> exclude_environment: boolean "Exclude environment pass from combined" -SceneRenderLayer.pass_indirect_exclude -> exclude_indirect: boolean "Exclude indirect pass from combined" -SceneRenderLayer.pass_reflection_exclude -> exclude_reflection: boolean "Exclude raytraced reflection pass from combined" -SceneRenderLayer.pass_refraction_exclude -> exclude_refraction: boolean "Exclude raytraced refraction pass from combined" -SceneRenderLayer.pass_shadow_exclude -> exclude_shadow: boolean "Exclude shadow pass from combined" -SceneRenderLayer.pass_specular_exclude -> exclude_specular: boolean "Exclude specular pass from combined" -SceneRenderLayer.zmask_negate -> invert_zmask: boolean "For Zmask, only render what is behind solid z values instead of in front" -SceneRenderLayer.visible_layers -> layers: boolean "Scene layers included in this render layer" -SceneRenderLayer.zmask_layers -> layers_zmask: boolean "Zmask scene layers" -SceneRenderLayer.light_override -> light_override: pointer "Group to override all other lights in this render layer" -SceneRenderLayer.material_override -> material_override: pointer "Material to override all other materials in this render layer" -SceneRenderLayer.name -> name: string "Render layer name" -SceneRenderLayer.enabled -> use: boolean "Disable or enable the render layer" -SceneRenderLayer.all_z -> use_all_z: boolean "Fill in Z values for solid faces in invisible layers, for masking" -SceneRenderLayer.edge -> use_edge_enhance: boolean "Render Edge-enhance in this Layer (only works for Solid faces)" -SceneRenderLayer.halo -> use_halo: boolean "Render Halos in this Layer (on top of Solid)" -SceneRenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean "Deliver AO pass" -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_environment -> use_pass_environment: boolean "Deliver environment lighting pass" -SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean "Deliver indirect lighting pass" -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_refraction -> use_pass_refraction: boolean "Deliver raytraced refraction pass" -SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean "Deliver shadow pass" -SceneRenderLayer.pass_specular -> use_pass_specular: boolean "Deliver specular pass" -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.zmask -> use_zmask: boolean "Only render whats in front of the solid z values" -SceneRenderLayer.ztransp -> use_ztransp: boolean "Render Z-Transparent faces in this Layer (On top of Solid and Halos)" -Scopes.accuracy -> accuracy: float "Proportion of original image source pixel lines to sample" -Scopes.histogram -> histogram: pointer, "(read-only) Histogram for viewing image statistics" -Scopes.use_full_resolution -> use_full_resolution: boolean "Sample every pixel of the image" -Scopes.vectorscope_alpha -> vectorscope_alpha: float "Opacity of the points" -Scopes.waveform_alpha -> waveform_alpha: float "Opacity of the points" -Scopes.waveform_mode -> waveform_mode: enum "NO DESCRIPTION" -Sensor.frequency -> frequency: int "Delay between repeated pulses(in logic tics, 0=no delay)" -Sensor.invert -> invert: boolean "Invert the level(output) of this sensor" -Sensor.name -> name: string "Sensor name" -Sensor.pinned -> pinned: boolean "Display when not linked to a visible states controller" -Sensor.expanded -> show_expanded: boolean "Set sensor expanded in the user interface" -Sensor.type -> type: enum "NO DESCRIPTION" -Sensor.level -> use_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" ++ * RenderLayer.all_z -> use_all_z: boolean, "(read-only) Fill in Z values for solid faces in invisible layers, for masking" ++ * RenderLayer.edge -> use_edge_enhance: boolean, "(read-only) Render Edge-enhance in this Layer (only works for Solid faces)" ++ * RenderLayer.halo -> use_halo: boolean, "(read-only) Render Halos in this Layer (on top of Solid)" ++ * RenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean, "(read-only) Deliver AO pass" ++ * RenderLayer.pass_color -> use_pass_color: boolean, "(read-only) Deliver shade-less color pass" ++ * RenderLayer.pass_combined -> use_pass_combined: boolean, "(read-only) Deliver full combined RGBA buffer" ++ * RenderLayer.pass_diffuse -> use_pass_diffuse: boolean, "(read-only) Deliver diffuse pass" ++ * RenderLayer.pass_emit -> use_pass_emit: boolean, "(read-only) Deliver emission pass" ++ * RenderLayer.pass_environment -> use_pass_environment: boolean, "(read-only) Deliver environment lighting pass" ++ * RenderLayer.pass_indirect -> use_pass_indirect: boolean, "(read-only) Deliver indirect lighting pass" ++ * RenderLayer.pass_mist -> use_pass_mist: boolean, "(read-only) Deliver mist factor pass (0.0-1.0)" ++ * RenderLayer.pass_normal -> use_pass_normal: boolean, "(read-only) Deliver normal pass" ++ * RenderLayer.pass_object_index -> use_pass_object_index: boolean, "(read-only) Deliver object index pass" ++ * RenderLayer.pass_reflection -> use_pass_reflection: boolean, "(read-only) Deliver raytraced reflection pass" ++ * RenderLayer.pass_refraction -> use_pass_refraction: boolean, "(read-only) Deliver raytraced refraction pass" ++ * RenderLayer.pass_shadow -> use_pass_shadow: boolean, "(read-only) Deliver shadow pass" ++ * RenderLayer.pass_specular -> use_pass_specular: boolean, "(read-only) Deliver specular pass" ++ * RenderLayer.pass_uv -> use_pass_uv: boolean, "(read-only) Deliver texture UV pass" ++ * RenderLayer.pass_vector -> use_pass_vector: boolean, "(read-only) Deliver speed vector pass" ++ * RenderLayer.pass_z -> use_pass_z: boolean, "(read-only) Deliver Z values pass" ++ * RenderLayer.sky -> use_sky: boolean, "(read-only) Render Sky in this Layer" ++ * RenderLayer.solid -> use_solid: boolean, "(read-only) Render Solid faces in this Layer" ++ * RenderLayer.strand -> use_strand: boolean, "(read-only) Render Strands in this Layer" ++ * RenderLayer.zmask -> use_zmask: boolean, "(read-only) Only render whats in front of the solid z values" ++ * RenderLayer.ztransp -> use_ztransp: boolean, "(read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)" ++ * RenderPass.channel_id -> channel_id: string, "(read-only)" ++ * RenderPass.channels -> channels: int, "(read-only)" ++ * RenderPass.name -> name: string, "(read-only)" ++ * RenderPass.rect -> rect: float "NO DESCRIPTION" ++ * RenderPass.type -> type: enum, "(read-only)" ++ * RenderResult.layers -> layers: collection, "(read-only)" ++ * RenderResult.resolution_x -> resolution_x: int, "(read-only)" ++ * RenderResult.resolution_y -> resolution_y: int, "(read-only)" ++ * RenderSettings.active_layer_index -> active_layer_index: int "Active index in render layer array" ++ * RenderSettings.alpha_mode -> alpha_mode: enum "Representation of alpha information in the RGBA pixels" ++ * RenderSettings.antialiasing_samples -> antialiasing_samples: enum "Amount of anti-aliasing samples per pixel" ++ * RenderSettings.bake_aa_mode -> bake_aa_mode: enum "NO DESCRIPTION" ++ * RenderSettings.bake_bias -> bake_bias: float "Bias towards faces further away from the object (in blender units)" ++ * RenderSettings.bake_distance -> bake_distance: float "Maximum distance from active object to other object (in blender units" ++ * RenderSettings.bake_margin -> bake_margin: int "Amount of pixels to extend the baked result with, as post process filter" ++ * RenderSettings.bake_normal_space -> bake_normal_space: enum "Choose normal space for baking" ++ * RenderSettings.bake_quad_split -> bake_quad_split: enum "Choose the method used to split a quad into 2 triangles for baking" ++ * RenderSettings.bake_type -> bake_type: enum "Choose shading information to bake into the image" ++ * RenderSettings.border_max_x -> border_max_x: float "Sets maximum X value for the render border" ++ * RenderSettings.border_max_y -> border_max_y: float "Sets maximum Y value for the render border" ++ * RenderSettings.border_min_x -> border_min_x: float "Sets minimum X value to for the render border" ++ * RenderSettings.border_min_y -> border_min_y: float "Sets minimum Y value for the render border" ++ * RenderSettings.cineon_black -> cineon_black: int "Log conversion reference blackpoint" ++ * RenderSettings.cineon_gamma -> cineon_gamma: float "Log conversion gamma" ++ * RenderSettings.cineon_white -> cineon_white: int "Log conversion reference whitepoint" ++ * RenderSettings.color_mode -> color_mode: enum "Choose BW for saving greyscale images, RGB for saving red, green and blue channels, AND RGBA for saving red, green, blue + alpha channels" ++ * RenderSettings.display_mode -> display_mode: enum "Select where rendered images will be displayed" ++ * RenderSettings.dither_intensity -> dither_intensity: float "Amount of dithering noise added to the rendered image to break up banding" ++ * RenderSettings.edge_color -> edge_color: float "NO DESCRIPTION" ++ * RenderSettings.edge_threshold -> edge_threshold: int "Threshold for drawing outlines on geometry edges" ++ * RenderSettings.engine -> engine: enum "Engine to use for rendering" ++ * RenderSettings.field_order -> field_order: enum "Order of video fields. Select which lines get rendered first, to create smooth motion for TV output" ++ * RenderSettings.file_extension -> file_extension: string, "(read-only) The file extension used for saving renders" ++ * RenderSettings.file_format -> file_format: enum "File format to save the rendered images as" ++ * RenderSettings.file_quality -> file_quality: int "Quality of JPEG images, AVI Jpeg and SGI movies" ++ * RenderSettings.output_path -> filepath: string "Directory/name to save animations, # characters defines the position and length of frame numbers" ++ * RenderSettings.filter_size -> filter_size: float "Pixel width over which the reconstruction filter combines samples" ++ * RenderSettings.fps -> fps: int "Framerate, expressed in frames per second" ++ * RenderSettings.fps_base -> fps_base: float "Framerate base" ++ * RenderSettings.multiple_engines -> has_multiple_engines: boolean, "(read-only) More than one rendering engine is available" ++ * RenderSettings.is_movie_format -> is_movie_format: boolean, "(read-only) When true the format is a movie" ++ * RenderSettings.layers -> layers: collection, "(read-only)" ++ * RenderSettings.motion_blur_samples -> motion_blur_samples: int "Number of scene samples to take with motion blur" ++ * RenderSettings.motion_blur_shutter -> motion_blur_shutter: float "Time taken in frames between shutter open and close" ++ * RenderSettings.octree_resolution -> octree_resolution: enum "Resolution of raytrace accelerator. Use higher resolutions for larger scenes" ++ * RenderSettings.parts_x -> parts_x: int "Number of horizontal tiles to use while rendering" ++ * RenderSettings.parts_y -> parts_y: int "Number of vertical tiles to use while rendering" ++ * RenderSettings.pixel_aspect_x -> pixel_aspect_x: float "Horizontal aspect ratio - for anamorphic or non-square pixel output" ++ * RenderSettings.pixel_aspect_y -> pixel_aspect_y: float "Vertical aspect ratio - for anamorphic or non-square pixel output" ++ * RenderSettings.pixel_filter -> pixel_filter_type: enum "Reconstruction filter used for combining anti-aliasing samples" ++ * RenderSettings.raytrace_structure -> raytrace_method: enum "Type of raytrace accelerator structure" ++ * RenderSettings.resolution_percentage -> resolution_percentage: int "Percentage scale for render resolution" ++ * RenderSettings.resolution_x -> resolution_x: int "Number of horizontal pixels in the rendered image" ++ * RenderSettings.resolution_y -> resolution_y: int "Number of vertical pixels in the rendered image" ++ * RenderSettings.sequencer_gl_preview -> sequencer_gl_preview: enum "Method to draw in the sequencer view" ++ * RenderSettings.sequencer_gl_render -> sequencer_gl_render: enum "Method to draw in the sequencer view" ++ * RenderSettings.simplify_ao_sss -> simplify_ao_sss: float "Global approximate AA and SSS quality factor" ++ * RenderSettings.simplify_child_particles -> simplify_child_particles: float "Global child particles percentage" ++ * RenderSettings.simplify_shadow_samples -> simplify_shadow_samples: int "Global maximum shadow samples" ++ * RenderSettings.simplify_subdivision -> simplify_subdivision: int "Global maximum subdivision level" ++ * RenderSettings.stamp_background -> stamp_background: float "Color to use behind stamp text" ++ * RenderSettings.stamp_font_size -> stamp_font_size: int "Size of the font used when rendering stamp text" ++ * RenderSettings.stamp_foreground -> stamp_foreground: float "Color to use for stamp text" ++ * RenderSettings.stamp_note_text -> stamp_note_text: string "Custom text to appear in the stamp note" ++ * RenderSettings.threads -> threads: int "Number of CPU threads to use simultaneously while rendering (for multi-core/CPU systems)" ++ * RenderSettings.threads_mode -> threads_mode: enum "Determine the amount of render threads used" ++ * RenderSettings.render_antialiasing -> use_antialiasing: boolean "Render and combine multiple samples per pixel to prevent jagged edges" ++ * RenderSettings.backbuf -> use_backbuf: boolean "Render backbuffer image" ++ * RenderSettings.bake_active -> use_bake_active_to_selected: boolean "Bake shading on the surface of selected objects to the active object" ++ * RenderSettings.bake_enable_aa -> use_bake_antialiasing: boolean "Enables Anti-aliasing" ++ * RenderSettings.bake_clear -> use_bake_clear: boolean "Clear Images before baking" ++ * RenderSettings.bake_normalized -> use_bake_normalize: boolean "With displacement normalize to the distance, with ambient occlusion normalize without using material settings" ++ * 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.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.use_compositing -> use_compositing: boolean "Process the render result through the compositing pipeline, if compositing nodes are enabled" ++ * RenderSettings.crop_to_border -> use_crop_to_border: boolean "Crop the rendered frame to the defined border size" ++ * RenderSettings.edge -> use_edge_enhance: boolean "use_Create a toon outline around the edges of geometry" ++ * RenderSettings.use_envmaps -> use_envmaps: boolean "Calculate environment maps while rendering" ++ * 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.use_file_extension -> use_file_extension: boolean "Add the file format extensions to the rendered file name (eg: filename + .jpg)" ++ * 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.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.motion_blur -> use_motion_blur: boolean "Use multi-sampled 3D scene motion blur" ++ * 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_raytrace: boolean "Pre-calculate the raytrace accelerator and render raytracing effects" ++ * 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.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 "NO DESCRIPTION" ++ * RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean "NO DESCRIPTION" ++ * 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.simplify_triangulate -> use_simplify_triangulate: boolean "Disables non-planer quads being triangulated" ++ * RenderSettings.single_layer -> use_single_layer: boolean "Only render the active layer" ++ * RenderSettings.use_sss -> use_sss: boolean "Calculate sub-surface scattering in materials rendering" ++ * RenderSettings.render_stamp -> use_stamp: boolean "Render the stamp info text in the rendered image" ++ * 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.use_textures -> use_textures: boolean "Use textures to affect material properties" ++ * RenderSettings.tiff_bit -> use_tiff_16bit: boolean "Save TIFF with 16 bits per channel" ++ * SPHFluidSettings.buoyancy -> buoyancy: float "NO DESCRIPTION" ++ * SPHFluidSettings.fluid_radius -> fluid_radius: float "Fluid interaction Radius" ++ * SPHFluidSettings.rest_density -> rest_density: float "Density" ++ * SPHFluidSettings.rest_length -> rest_length: float "The Spring Rest Length (factor of interaction radius)" ++ * SPHFluidSettings.spring_k -> spring_force: float "Spring force constant" ++ * SPHFluidSettings.stiffness_k -> stiffness: float "Constant K - Stiffness" ++ * SPHFluidSettings.stiffness_knear -> stiffness_near: float "Repulsion factor: stiffness_knear" ++ * SPHFluidSettings.viscosity_beta -> viscosity_beta: float "Square viscosity factor" ++ * SPHFluidSettings.viscosity_omega -> viscosity_omega: float "Linear viscosity" ++ * SceneBases.active -> active: pointer "Active object base in the scene" ++ * SceneGameData.activity_culling_box_radius -> activity_culling_box_radius: float "Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled" ++ * SceneGameData.depth -> depth: int "Displays bit depth of full screen display" ++ * SceneGameData.dome_angle -> dome_angle: int "Field of View of the Dome - it only works in mode Fisheye and Truncated" ++ * SceneGameData.dome_buffer_resolution -> dome_buffer_resolution: float "Buffer Resolution - decrease it to increase speed" ++ * SceneGameData.dome_mode -> dome_mode: enum "Dome physical configurations" ++ * SceneGameData.dome_tesselation -> dome_tesselation: int "Tessellation level - check the generated mesh in wireframe mode" ++ * 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 -> stereo_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 -> 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" ++ * SceneGameData.occlusion_culling_resolution -> occlusion_culling_resolution: float "The size of the occlusion buffer in pixel, use higher value for better precision (slower)" ++ * SceneGameData.physics_engine -> physics_engine: enum "Physics engine used for physics simulation in the game engine" ++ * SceneGameData.physics_gravity -> physics_gravity: float "Gravitational constant used for physics simulation in the game engine" ++ * SceneGameData.physics_step_max -> physics_step_max: int "Sets the maximum number of physics step per game frame if graphics slows down the game, higher value allows physics to keep up with realtime" ++ * SceneGameData.physics_step_sub -> physics_step_sub: int "Sets the number of simulation substep per physic timestep, higher value give better physics precision" ++ * SceneGameData.resolution_x -> resolution_x: int "Number of horizontal pixels in the screen" ++ * SceneGameData.resolution_y -> resolution_y: int "Number of vertical pixels in the screen" ++ * 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.fullscreen -> show_fullscreen: boolean "Starts player in a new fullscreen display" ++ * SceneGameData.show_physics_visualization -> show_physics_visualization: boolean "Show a visualization of physics bounds and interactions" ++ * SceneGameData.stereo -> stereo: enum "NO DESCRIPTION" ++ * SceneGameData.stereo_mode -> stereo_mode: enum "Stereographic techniques" ++ * SceneGameData.activity_culling -> use_activity_culling: boolean "Activity culling is enabled" ++ * SceneGameData.use_animation_record -> use_animation_record: boolean "Record animation to fcurves" ++ * SceneGameData.auto_start -> use_auto_start: boolean "Automatically start game at load time" ++ * 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.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.use_occlusion_culling -> use_occlusion_culling: boolean "Use optimized Bullet DBVT tree for view frustum and occlusion culling" ++ * SceneObjects.active -> active: pointer "Active object for this scene" ++ * SceneRenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean "Exclude AO pass from combined" ++ * SceneRenderLayer.pass_emit_exclude -> exclude_emit: boolean "Exclude emission pass from combined" ++ * SceneRenderLayer.pass_environment_exclude -> exclude_environment: boolean "Exclude environment pass from combined" ++ * SceneRenderLayer.pass_indirect_exclude -> exclude_indirect: boolean "Exclude indirect pass from combined" ++ * SceneRenderLayer.pass_reflection_exclude -> exclude_reflection: boolean "Exclude raytraced reflection pass from combined" ++ * SceneRenderLayer.pass_refraction_exclude -> exclude_refraction: boolean "Exclude raytraced refraction pass from combined" ++ * SceneRenderLayer.pass_shadow_exclude -> exclude_shadow: boolean "Exclude shadow pass from combined" ++ * SceneRenderLayer.pass_specular_exclude -> exclude_specular: boolean "Exclude specular pass from combined" ++ * SceneRenderLayer.zmask_negate -> invert_zmask: boolean "For Zmask, only render what is behind solid z values instead of in front" ++ * SceneRenderLayer.visible_layers -> layers: boolean "Scene layers included in this render layer" ++ * SceneRenderLayer.zmask_layers -> layers_zmask: boolean "Zmask scene layers" ++ * SceneRenderLayer.light_override -> light_override: pointer "Group to override all other lights in this render layer" ++ * SceneRenderLayer.material_override -> material_override: pointer "Material to override all other materials in this render layer" ++ * SceneRenderLayer.name -> name: string "Render layer name" ++ * SceneRenderLayer.enabled -> use: boolean "Disable or enable the render layer" ++ * SceneRenderLayer.all_z -> use_all_z: boolean "Fill in Z values for solid faces in invisible layers, for masking" ++ * SceneRenderLayer.edge -> use_edge_enhance: boolean "Render Edge-enhance in this Layer (only works for Solid faces)" ++ * SceneRenderLayer.halo -> use_halo: boolean "Render Halos in this Layer (on top of Solid)" ++ * SceneRenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean "Deliver AO pass" ++ * 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_environment -> use_pass_environment: boolean "Deliver environment lighting pass" ++ * SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean "Deliver indirect lighting pass" ++ * 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_refraction -> use_pass_refraction: boolean "Deliver raytraced refraction pass" ++ * SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean "Deliver shadow pass" ++ * SceneRenderLayer.pass_specular -> use_pass_specular: boolean "Deliver specular pass" ++ * 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.zmask -> use_zmask: boolean "Only render whats in front of the solid z values" ++ * SceneRenderLayer.ztransp -> use_ztransp: boolean "Render Z-Transparent faces in this Layer (On top of Solid and Halos)" ++ * Scopes.accuracy -> accuracy: float "Proportion of original image source pixel lines to sample" ++ * Scopes.histogram -> histogram: pointer, "(read-only) Histogram for viewing image statistics" ++ * Scopes.use_full_resolution -> use_full_resolution: boolean "Sample every pixel of the image" ++ * Scopes.vectorscope_alpha -> vectorscope_alpha: float "Opacity of the points" ++ * Scopes.waveform_alpha -> waveform_alpha: float "Opacity of the points" ++ * Scopes.waveform_mode -> waveform_mode: enum "NO DESCRIPTION" ++ * Sensor.frequency -> frequency: int "Delay between repeated pulses(in logic tics, 0=no delay)" ++ * Sensor.invert -> invert: boolean "Invert the level(output) of this sensor" ++ * Sensor.name -> name: string "Sensor name" ++ * Sensor.pinned -> pin: boolean "Display when not linked to a visible states controller" ++ * Sensor.expanded -> show_expanded: boolean "Set sensor expanded in the user interface" ++ * Sensor.type -> type: enum "NO DESCRIPTION" ++ * Sensor.level -> use_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" + * Sensor|ActuatorSensor.actuator -> actuator: string "Actuator name, actuator active state modifications will be detected" + * Sensor|ArmatureSensor.bone -> bone: string "Identify the bone to check value from" + * Sensor|ArmatureSensor.constraint -> constraint: string "Identify the bone constraint to check value from" @@ -3268,666 +3268,666 @@ Sensor.tap -> use_tap: boolean "Trigger controllers only for an instant, even + * Sensor|CollisionSensor.property -> property: string "Only look for Objects with this property" + * Sensor|CollisionSensor.collision_type -> use_material: boolean "Use material instead of property" + * Sensor|CollisionSensor.pulse -> use_pulse: boolean "Changes to the set of colliding objects generates pulse" -Sensor|DelaySensor.delay -> delay: int "Delay in number of logic tics before the positive trigger (default 60 per second)" -Sensor|DelaySensor.duration -> duration: int "If >0, delay in number of logic tics before the negative trigger following the positive trigger" -Sensor|DelaySensor.repeat -> use_repeat: boolean "Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics" -Sensor|JoystickSensor.axis_direction -> axis_direction: enum "The direction of the axis" -Sensor|JoystickSensor.axis_number -> axis_number: int "Specify which axis pair to use, 1 is usually the main direction input" -Sensor|JoystickSensor.axis_threshold -> axis_threshold: int "Specify the precision of the axis" -Sensor|JoystickSensor.button_number -> button_number: int "Specify which button to use" -Sensor|JoystickSensor.event_type -> event_type: enum "The type of event this joystick sensor is triggered on" -Sensor|JoystickSensor.hat_direction -> hat_direction: enum "Specify hat direction" -Sensor|JoystickSensor.hat_number -> hat_number: int "Specify which hat to use" -Sensor|JoystickSensor.joystick_index -> joystick_index: int "Specify which joystick to use" -Sensor|JoystickSensor.single_axis_number -> single_axis_number: int "Specify a single axis (verticle/horizontal/other) to detect" -Sensor|JoystickSensor.all_events -> use_all_events: boolean "Triggered by all events on this joysticks current type (axis/button/hat)" -Sensor|KeyboardSensor.key -> key: enum "NO DESCRIPTION" -Sensor|KeyboardSensor.log -> log: string "Property that receive the keystrokes in case a string is logged" -Sensor|KeyboardSensor.modifier_key -> modifier_key: enum "Modifier key code" -Sensor|KeyboardSensor.second_modifier_key -> second_modifier_key: enum "Modifier key code" -Sensor|KeyboardSensor.target -> target: string "Property that indicates whether to log keystrokes as a string" -Sensor|KeyboardSensor.all_keys -> use_all_keys: boolean "Trigger this sensor on any keystroke" -Sensor|MessageSensor.subject -> subject: string "Optional subject filter: only accept messages with this subject, or empty for all" -Sensor|MouseSensor.mouse_event -> mouse_event: enum "Specify the type of event this mouse sensor should trigger on" -Sensor|NearSensor.distance -> distance: float "Trigger distance" -Sensor|NearSensor.property -> property: string "Only look for objects with this property" -Sensor|NearSensor.reset_distance -> reset_distance: float "NO DESCRIPTION" -Sensor|PropertySensor.evaluation_type -> evaluation_type: enum "Type of property evaluation" -Sensor|PropertySensor.property -> property: string "NO DESCRIPTION" -Sensor|PropertySensor.value -> value: string "Check for this value in types in Equal or Not Equal types" -Sensor|PropertySensor.max_value -> value_max: string "Specify maximum value in Interval type" -Sensor|PropertySensor.min_value -> value_min: string "Specify minimum value in Interval type" -Sensor|RadarSensor.angle -> angle: float "Opening angle of the radar cone" -Sensor|RadarSensor.axis -> axis: enum "Specify along which axis the radar cone is cast" -Sensor|RadarSensor.distance -> distance: float "Depth of the radar cone" -Sensor|RadarSensor.property -> property: string "Only look for Objects with this property" -Sensor|RandomSensor.seed -> seed: int "Initial seed of the generator. (Choose 0 for not random)" -Sensor|RaySensor.axis -> axis: enum "Specify along which axis the ray is cast" -Sensor|RaySensor.material -> material: string "Only look for Objects with this material" -Sensor|RaySensor.property -> property: string "Only look for Objects with this property" -Sensor|RaySensor.range -> range: float "Sense objects no farther than this distance" -Sensor|RaySensor.ray_type -> ray_type: enum "Toggle collision on material or property" -Sensor|RaySensor.x_ray_mode -> use_x_ray: boolean "See through objects that dont have the property" -Sensor|TouchSensor.material -> material: pointer "Only look for objects with this material" -Sequence.blend_opacity -> blend_alpha: float "NO DESCRIPTION" -Sequence.blend_mode -> blend_type: enum "NO DESCRIPTION" -Sequence.channel -> channel: int "Y position of the sequence strip" -Sequence.effect_fader -> effect_fader: float "NO DESCRIPTION" -Sequence.frame_final_end -> frame_final_end: int "End frame displayed in the sequence editor after offsets are applied" -Sequence.frame_final_length -> frame_final_length: int "The length of the contents of this strip before the handles are applied" -Sequence.frame_final_start -> frame_final_start: int "Start frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frame" -Sequence.frame_length -> frame_length: int, "(read-only) The length of the contents of this strip before the handles are applied" -Sequence.frame_offset_end -> frame_offset_end: int, "(read-only)" -Sequence.frame_offset_start -> frame_offset_start: int, "(read-only)" -Sequence.frame_start -> frame_start: int "NO DESCRIPTION" -Sequence.frame_still_end -> frame_still_end: int, "(read-only)" -Sequence.frame_still_start -> frame_still_start: int, "(read-only)" -Sequence.lock -> lock: boolean "Lock strip so that it cant be transformed" -Sequence.mute -> mute: boolean "NO DESCRIPTION" -Sequence.name -> name: string "NO DESCRIPTION" -Sequence.select -> select: boolean "NO DESCRIPTION" -Sequence.select_left_handle -> select_left_handle: boolean "NO DESCRIPTION" -Sequence.select_right_handle -> select_right_handle: boolean "NO DESCRIPTION" -Sequence.speed_fader -> speed_fader: float "NO DESCRIPTION" -Sequence.type -> type: enum, "(read-only)" -Sequence.use_effect_default_fade -> use_default_fade: boolean "Fade effect using the built-in default (usually make transition as long as effect strip)" -SequenceColorBalance.gain -> gain: float "Color balance gain (highlights)" -SequenceColorBalance.gamma -> gamma: float "Color balance gamma (midtones)" -SequenceColorBalance.inverse_gain -> invert_gain: boolean "NO DESCRIPTION" -SequenceColorBalance.inverse_gamma -> invert_gamma: boolean "NO DESCRIPTION" -SequenceColorBalance.inverse_lift -> invert_lift: boolean "NO DESCRIPTION" -SequenceColorBalance.lift -> lift: float "Color balance lift (shadows)" -SequenceCrop.bottom -> bottom: int "NO DESCRIPTION" -SequenceCrop.left -> left: int "NO DESCRIPTION" -SequenceCrop.right -> right: int "NO DESCRIPTION" -SequenceCrop.top -> top: int "NO DESCRIPTION" -SequenceEditor.active_strip -> active_strip: pointer "NO DESCRIPTION" -SequenceEditor.meta_stack -> meta_stack: collection, "(read-only) Meta strip stack, last is currently edited meta strip" -SequenceEditor.overlay_frame -> overlay_frame: int "Sequencers active strip" -SequenceEditor.overlay_lock -> overlay_lock: boolean "NO DESCRIPTION" -SequenceEditor.sequences -> sequences: collection, "(read-only)" -SequenceEditor.sequences_all -> sequences_all: collection, "(read-only)" -SequenceEditor.show_overlay -> show_overlay: boolean "Partial overlay ontop of the sequencer" -SequenceElement.filename -> filename: string "NO DESCRIPTION" -SequenceProxy.directory -> directory: string "Location to store the proxy files" -SequenceProxy.filepath -> filepath: string "Location of custom proxy file" -SequenceTransform.offset_x -> offset_x: int "NO DESCRIPTION" -SequenceTransform.offset_y -> offset_y: int "NO DESCRIPTION" -Sequence|EffectSequence.color_balance -> color_balance: pointer, "(read-only)" -Sequence|EffectSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION" -Sequence|EffectSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" -Sequence|EffectSequence.crop -> crop: pointer, "(read-only)" -Sequence|EffectSequence.proxy -> proxy: pointer, "(read-only)" -Sequence|EffectSequence.strobe -> strobe: float "Only display every nth frame" -Sequence|EffectSequence.transform -> transform: pointer, "(read-only)" -Sequence|EffectSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" -Sequence|EffectSequence.use_crop -> use_crop: boolean "Crop image before processing" -Sequence|EffectSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" -Sequence|EffectSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" -Sequence|EffectSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" -Sequence|EffectSequence.convert_float -> use_float: boolean "Convert input to float data" -Sequence|EffectSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" -Sequence|EffectSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" -Sequence|EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" -Sequence|EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" -Sequence|EffectSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" -Sequence|EffectSequence.use_translation -> use_translation: boolean "Translate image before processing" ++ * Sensor|DelaySensor.delay -> delay: int "Delay in number of logic tics before the positive trigger (default 60 per second)" ++ * Sensor|DelaySensor.duration -> duration: int "If >0, delay in number of logic tics before the negative trigger following the positive trigger" ++ * Sensor|DelaySensor.repeat -> use_repeat: boolean "Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics" ++ * Sensor|JoystickSensor.axis_direction -> axis_direction: enum "The direction of the axis" ++ * Sensor|JoystickSensor.axis_number -> axis_number: int "Specify which axis pair to use, 1 is usually the main direction input" ++ * Sensor|JoystickSensor.axis_threshold -> axis_threshold: int "Specify the precision of the axis" ++ * Sensor|JoystickSensor.button_number -> button_number: int "Specify which button to use" ++ * Sensor|JoystickSensor.event_type -> event_type: enum "The type of event this joystick sensor is triggered on" ++ * Sensor|JoystickSensor.hat_direction -> hat_direction: enum "Specify hat direction" ++ * Sensor|JoystickSensor.hat_number -> hat_number: int "Specify which hat to use" ++ * Sensor|JoystickSensor.joystick_index -> joystick_index: int "Specify which joystick to use" ++ * Sensor|JoystickSensor.single_axis_number -> single_axis_number: int "Specify a single axis (verticle/horizontal/other) to detect" ++ * Sensor|JoystickSensor.all_events -> use_all_events: boolean "Triggered by all events on this joysticks current type (axis/button/hat)" ++ * Sensor|KeyboardSensor.key -> key: enum "NO DESCRIPTION" ++ * Sensor|KeyboardSensor.log -> log: string "Property that receive the keystrokes in case a string is logged" ++ * Sensor|KeyboardSensor.modifier_key -> modifier_key_1: enum "Modifier key code" ++ * Sensor|KeyboardSensor.second_modifier_key -> modifier_key_2: enum "Modifier key code" ++ * Sensor|KeyboardSensor.target -> target: string "Property that indicates whether to log keystrokes as a string" ++ * Sensor|KeyboardSensor.all_keys -> use_all_keys: boolean "Trigger this sensor on any keystroke" ++ * Sensor|MessageSensor.subject -> subject: string "Optional subject filter: only accept messages with this subject, or empty for all" ++ * Sensor|MouseSensor.mouse_event -> mouse_event: enum "Specify the type of event this mouse sensor should trigger on" ++ * Sensor|NearSensor.distance -> distance: float "Trigger distance" ++ * Sensor|NearSensor.property -> property: string "Only look for objects with this property" ++ * Sensor|NearSensor.reset_distance -> reset_distance: float "NO DESCRIPTION" ++ * Sensor|PropertySensor.evaluation_type -> evaluation_type: enum "Type of property evaluation" ++ * Sensor|PropertySensor.property -> property: string "NO DESCRIPTION" ++ * Sensor|PropertySensor.value -> value: string "Check for this value in types in Equal or Not Equal types" ++ * Sensor|PropertySensor.max_value -> value_max: string "Specify maximum value in Interval type" ++ * Sensor|PropertySensor.min_value -> value_min: string "Specify minimum value in Interval type" ++ * Sensor|RadarSensor.angle -> angle: float "Opening angle of the radar cone" ++ * Sensor|RadarSensor.axis -> axis: enum "Specify along which axis the radar cone is cast" ++ * Sensor|RadarSensor.distance -> distance: float "Depth of the radar cone" ++ * Sensor|RadarSensor.property -> property: string "Only look for Objects with this property" ++ * Sensor|RandomSensor.seed -> seed: int "Initial seed of the generator. (Choose 0 for not random)" ++ * Sensor|RaySensor.axis -> axis: enum "Specify along which axis the ray is cast" ++ * Sensor|RaySensor.material -> material: string "Only look for Objects with this material" ++ * Sensor|RaySensor.property -> property: string "Only look for Objects with this property" ++ * Sensor|RaySensor.range -> range: float "Sense objects no farther than this distance" ++ * Sensor|RaySensor.ray_type -> ray_type: enum "Toggle collision on material or property" ++ * Sensor|RaySensor.x_ray_mode -> use_x_ray: boolean "See through objects that dont have the property" ++ * Sensor|TouchSensor.material -> material: pointer "Only look for objects with this material" ++ * Sequence.blend_opacity -> blend_alpha: float "NO DESCRIPTION" ++ * Sequence.blend_mode -> blend_type: enum "NO DESCRIPTION" ++ * Sequence.channel -> channel: int "Y position of the sequence strip" ++ * Sequence.effect_fader -> effect_fader: float "NO DESCRIPTION" ++ * Sequence.frame_final_end -> frame_final_end: int "End frame displayed in the sequence editor after offsets are applied" ++ * Sequence.frame_final_length -> frame_final_duration: int "The length of the contents of this strip before the handles are applied" ++ * Sequence.frame_final_start -> frame_final_start: int "Start frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frame" ++ * Sequence.frame_length -> frame_duration: int, "(read-only) The length of the contents of this strip before the handles are applied" ++ * Sequence.frame_offset_end -> frame_offset_end: int, "(read-only)" ++ * Sequence.frame_offset_start -> frame_offset_start: int, "(read-only)" ++ * Sequence.frame_start -> frame_start: int "NO DESCRIPTION" ++ * Sequence.frame_still_end -> frame_still_end: int, "(read-only)" ++ * Sequence.frame_still_start -> frame_still_start: int, "(read-only)" ++ * Sequence.lock -> lock: boolean "Lock strip so that it cant be transformed" ++ * Sequence.mute -> mute: boolean "NO DESCRIPTION" ++ * Sequence.name -> name: string "NO DESCRIPTION" ++ * Sequence.select -> select: boolean "NO DESCRIPTION" ++ * Sequence.select_left_handle -> select_left_handle: boolean "NO DESCRIPTION" ++ * Sequence.select_right_handle -> select_right_handle: boolean "NO DESCRIPTION" ++ * Sequence.speed_fader -> speed_fader: float "NO DESCRIPTION" ++ * Sequence.type -> type: enum, "(read-only)" ++ * Sequence.use_effect_default_fade -> use_default_fade: boolean "Fade effect using the built-in default (usually make transition as long as effect strip)" ++ * SequenceColorBalance.gain -> gain: float "Color balance gain (highlights)" ++ * SequenceColorBalance.gamma -> gamma: float "Color balance gamma (midtones)" ++ * SequenceColorBalance.inverse_gain -> invert_gain: boolean "NO DESCRIPTION" ++ * SequenceColorBalance.inverse_gamma -> invert_gamma: boolean "NO DESCRIPTION" ++ * SequenceColorBalance.inverse_lift -> invert_lift: boolean "NO DESCRIPTION" ++ * SequenceColorBalance.lift -> lift: float "Color balance lift (shadows)" ++ * SequenceCrop.right -> max_x: int "NO DESCRIPTION" ++ * SequenceCrop.top -> max_y: int "NO DESCRIPTION" ++ * SequenceCrop.bottom -> min_x: int "NO DESCRIPTION" ++ * SequenceCrop.left -> min_y: int "NO DESCRIPTION" ++ * SequenceEditor.active_strip -> active_strip: pointer "NO DESCRIPTION" ++ * SequenceEditor.meta_stack -> meta_stack: collection, "(read-only) Meta strip stack, last is currently edited meta strip" ++ * SequenceEditor.overlay_frame -> overlay_frame: int "Sequencers active strip" ++ * SequenceEditor.overlay_lock -> overlay_lock: boolean "NO DESCRIPTION" ++ * SequenceEditor.sequences -> sequences: collection, "(read-only)" ++ * SequenceEditor.sequences_all -> sequences_all: collection, "(read-only)" ++ * SequenceEditor.show_overlay -> show_overlay: boolean "Partial overlay ontop of the sequencer" ++ * SequenceElement.filename -> filename: string "NO DESCRIPTION" ++ * SequenceProxy.directory -> directory: string "Location to store the proxy files" ++ * SequenceProxy.filepath -> filepath: string "Location of custom proxy file" ++ * SequenceTransform.offset_x -> offset_x: int "NO DESCRIPTION" ++ * SequenceTransform.offset_y -> offset_y: int "NO DESCRIPTION" ++ * Sequence|EffectSequence.color_balance -> color_balance: pointer, "(read-only)" ++ * Sequence|EffectSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION" ++ * Sequence|EffectSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" ++ * Sequence|EffectSequence.crop -> crop: pointer, "(read-only)" ++ * Sequence|EffectSequence.proxy -> proxy: pointer, "(read-only)" ++ * Sequence|EffectSequence.strobe -> strobe: float "Only display every nth frame" ++ * Sequence|EffectSequence.transform -> transform: pointer, "(read-only)" ++ * Sequence|EffectSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" ++ * Sequence|EffectSequence.use_crop -> use_crop: boolean "Crop image before processing" ++ * Sequence|EffectSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" ++ * Sequence|EffectSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" ++ * Sequence|EffectSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" ++ * Sequence|EffectSequence.convert_float -> use_float: boolean "Convert input to float data" ++ * Sequence|EffectSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" ++ * Sequence|EffectSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" ++ * Sequence|EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" ++ * Sequence|EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" ++ * Sequence|EffectSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" ++ * Sequence|EffectSequence.use_translation -> use_translation: boolean "Translate image before processing" + * Sequence|EffectSequence|ColorSequence.color -> color: float "NO DESCRIPTION" -Sequence|EffectSequence|GlowSequence.blur_distance -> blur_distance: float "Radius of glow effect" -Sequence|EffectSequence|GlowSequence.boost_factor -> boost_factor: float "Brightness multiplier" -Sequence|EffectSequence|GlowSequence.clamp -> clamp: float "rightness limit of intensity" -Sequence|EffectSequence|GlowSequence.quality -> quality: int "Accuracy of the blur effect" -Sequence|EffectSequence|GlowSequence.threshold -> threshold: float "Minimum intensity to trigger a glow" -Sequence|EffectSequence|GlowSequence.only_boost -> use_only_boost: boolean "Show the glow buffer only" -Sequence|EffectSequence|PluginSequence.filename -> filename: string, "(read-only)" -Sequence|EffectSequence|SpeedControlSequence.global_speed -> global_speed: float "NO DESCRIPTION" -Sequence|EffectSequence|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" -Sequence|EffectSequence|SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean "Interpret the F-Curve value as a velocity instead of a frame number" -Sequence|EffectSequence|SpeedControlSequence.frame_blending -> use_frame_blend: boolean "Blend two frames into the target for a smoother result" -Sequence|EffectSequence|TransformSequence.interpolation -> interpolation: enum "NO DESCRIPTION" -Sequence|EffectSequence|TransformSequence.rotation_start -> rotation_start: float "NO DESCRIPTION" -Sequence|EffectSequence|TransformSequence.scale_start_x -> scale_start_x: float "NO DESCRIPTION" -Sequence|EffectSequence|TransformSequence.scale_start_y -> scale_start_y: float "NO DESCRIPTION" -Sequence|EffectSequence|TransformSequence.translate_start_x -> translate_start_x: float "NO DESCRIPTION" -Sequence|EffectSequence|TransformSequence.translate_start_y -> translate_start_y: float "NO DESCRIPTION" -Sequence|EffectSequence|TransformSequence.translation_unit -> translation_unit: enum "NO DESCRIPTION" -Sequence|EffectSequence|TransformSequence.uniform_scale -> use_uniform_scale: boolean "Scale uniformly, preserving aspect ratio" -Sequence|EffectSequence|WipeSequence.angle -> angle: float "Edge angle" -Sequence|EffectSequence|WipeSequence.blur_width -> blur_width: float "Width of the blur edge, in percentage relative to the image size" -Sequence|EffectSequence|WipeSequence.direction -> direction: enum "Wipe direction" -Sequence|EffectSequence|WipeSequence.transition_type -> transition_type: enum "NO DESCRIPTION" -Sequence|ImageSequence.animation_end_offset -> animation_end_offset: int "Animation end offset (trim end)" -Sequence|ImageSequence.animation_start_offset -> animation_start_offset: int "Animation start offset (trim start)" -Sequence|ImageSequence.color_balance -> color_balance: pointer, "(read-only)" -Sequence|ImageSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" -Sequence|ImageSequence.crop -> crop: pointer, "(read-only)" -Sequence|ImageSequence.directory -> directory: string "NO DESCRIPTION" -Sequence|ImageSequence.elements -> elements: collection, "(read-only)" -Sequence|ImageSequence.multiply_colors -> multiply_colors: float "NO DESCRIPTION" -Sequence|ImageSequence.proxy -> proxy: pointer, "(read-only)" -Sequence|ImageSequence.strobe -> strobe: float "Only display every nth frame" -Sequence|ImageSequence.transform -> transform: pointer, "(read-only)" -Sequence|ImageSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" -Sequence|ImageSequence.use_crop -> use_crop: boolean "Crop image before processing" -Sequence|ImageSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" -Sequence|ImageSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" -Sequence|ImageSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" -Sequence|ImageSequence.convert_float -> use_float: boolean "Convert input to float data" -Sequence|ImageSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" -Sequence|ImageSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" -Sequence|ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" -Sequence|ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" -Sequence|ImageSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" -Sequence|ImageSequence.use_translation -> use_translation: boolean "Translate image before processing" -Sequence|MetaSequence.animation_end_offset -> animation_end_offset: int "Animation end offset (trim end)" -Sequence|MetaSequence.animation_start_offset -> animation_start_offset: int "Animation start offset (trim start)" -Sequence|MetaSequence.color_balance -> color_balance: pointer, "(read-only)" -Sequence|MetaSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" -Sequence|MetaSequence.crop -> crop: pointer, "(read-only)" -Sequence|MetaSequence.multiply_colors -> multiply_colors: float "NO DESCRIPTION" -Sequence|MetaSequence.proxy -> proxy: pointer, "(read-only)" -Sequence|MetaSequence.sequences -> sequences: collection, "(read-only)" -Sequence|MetaSequence.strobe -> strobe: float "Only display every nth frame" -Sequence|MetaSequence.transform -> transform: pointer, "(read-only)" -Sequence|MetaSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" -Sequence|MetaSequence.use_crop -> use_crop: boolean "Crop image before processing" -Sequence|MetaSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" -Sequence|MetaSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" -Sequence|MetaSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" -Sequence|MetaSequence.convert_float -> use_float: boolean "Convert input to float data" -Sequence|MetaSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" -Sequence|MetaSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" -Sequence|MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" -Sequence|MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" -Sequence|MetaSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" -Sequence|MetaSequence.use_translation -> use_translation: boolean "Translate image before processing" -Sequence|MovieSequence.animation_end_offset -> animation_end_offset: int "Animation end offset (trim end)" -Sequence|MovieSequence.animation_start_offset -> animation_start_offset: int "Animation start offset (trim start)" -Sequence|MovieSequence.color_balance -> color_balance: pointer, "(read-only)" -Sequence|MovieSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" -Sequence|MovieSequence.crop -> crop: pointer, "(read-only)" -Sequence|MovieSequence.filepath -> filepath: string "NO DESCRIPTION" -Sequence|MovieSequence.mpeg_preseek -> mpeg_preseek: int "For MPEG movies, preseek this many frames" -Sequence|MovieSequence.multiply_colors -> multiply_colors: float "NO DESCRIPTION" -Sequence|MovieSequence.proxy -> proxy: pointer, "(read-only)" -Sequence|MovieSequence.strobe -> strobe: float "Only display every nth frame" -Sequence|MovieSequence.transform -> transform: pointer, "(read-only)" -Sequence|MovieSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" -Sequence|MovieSequence.use_crop -> use_crop: boolean "Crop image before processing" -Sequence|MovieSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" -Sequence|MovieSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" -Sequence|MovieSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" -Sequence|MovieSequence.convert_float -> use_float: boolean "Convert input to float data" -Sequence|MovieSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" -Sequence|MovieSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" -Sequence|MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" -Sequence|MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" -Sequence|MovieSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" -Sequence|MovieSequence.use_translation -> use_translation: boolean "Translate image before processing" -Sequence|MulticamSequence.animation_end_offset -> animation_end_offset: int "Animation end offset (trim end)" -Sequence|MulticamSequence.animation_start_offset -> animation_start_offset: int "Animation start offset (trim start)" -Sequence|MulticamSequence.color_balance -> color_balance: pointer, "(read-only)" -Sequence|MulticamSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" -Sequence|MulticamSequence.crop -> crop: pointer, "(read-only)" -Sequence|MulticamSequence.multicam_source -> multicam_source: int "NO DESCRIPTION" -Sequence|MulticamSequence.multiply_colors -> multiply_colors: float "NO DESCRIPTION" -Sequence|MulticamSequence.proxy -> proxy: pointer, "(read-only)" -Sequence|MulticamSequence.strobe -> strobe: float "Only display every nth frame" -Sequence|MulticamSequence.transform -> transform: pointer, "(read-only)" -Sequence|MulticamSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" -Sequence|MulticamSequence.use_crop -> use_crop: boolean "Crop image before processing" -Sequence|MulticamSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" -Sequence|MulticamSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" -Sequence|MulticamSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" -Sequence|MulticamSequence.convert_float -> use_float: boolean "Convert input to float data" -Sequence|MulticamSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" -Sequence|MulticamSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" -Sequence|MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" -Sequence|MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" -Sequence|MulticamSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" -Sequence|MulticamSequence.use_translation -> use_translation: boolean "Translate image before processing" -Sequence|SceneSequence.animation_end_offset -> animation_end_offset: int "Animation end offset (trim end)" -Sequence|SceneSequence.animation_start_offset -> animation_start_offset: int "Animation start offset (trim start)" -Sequence|SceneSequence.color_balance -> color_balance: pointer, "(read-only)" -Sequence|SceneSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" -Sequence|SceneSequence.crop -> crop: pointer, "(read-only)" -Sequence|SceneSequence.multiply_colors -> multiply_colors: float "NO DESCRIPTION" -Sequence|SceneSequence.proxy -> proxy: pointer, "(read-only)" -Sequence|SceneSequence.scene -> scene: pointer "Scene that this sequence uses" -Sequence|SceneSequence.scene_camera -> scene_camera: pointer "Override the scenes active camera" -Sequence|SceneSequence.strobe -> strobe: float "Only display every nth frame" -Sequence|SceneSequence.transform -> transform: pointer, "(read-only)" -Sequence|SceneSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" -Sequence|SceneSequence.use_crop -> use_crop: boolean "Crop image before processing" -Sequence|SceneSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" -Sequence|SceneSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" -Sequence|SceneSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" -Sequence|SceneSequence.convert_float -> use_float: boolean "Convert input to float data" -Sequence|SceneSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" -Sequence|SceneSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" -Sequence|SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" -Sequence|SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" -Sequence|SceneSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" -Sequence|SceneSequence.use_translation -> use_translation: boolean "Translate image before processing" -Sequence|SoundSequence.animation_end_offset -> animation_end_offset: int "Animation end offset (trim end)" -Sequence|SoundSequence.animation_start_offset -> animation_start_offset: int "Animation start offset (trim start)" -Sequence|SoundSequence.attenuation -> attenuation: float "Attenuation in dezibel" -Sequence|SoundSequence.filepath -> filepath: string "NO DESCRIPTION" -Sequence|SoundSequence.sound -> sound: pointer, "(read-only) Sound datablock used by this sequence" -Sequence|SoundSequence.volume -> volume: float "Playback volume of the sound" -ShapeKey.data -> data: collection, "(read-only)" -ShapeKey.frame -> frame: float, "(read-only) Frame for absolute keys" -ShapeKey.interpolation -> interpolation: enum "Interpolation type" -ShapeKey.mute -> mute: boolean "Mute this shape key" -ShapeKey.name -> name: string "NO DESCRIPTION" -ShapeKey.relative_key -> relative_key: pointer "Shape used as a relative key" -ShapeKey.slider_max -> slider_max: float "Maximum for slider" -ShapeKey.slider_min -> slider_min: float "Minimum for slider" -ShapeKey.value -> value: float "Value of shape key at the current frame" -ShapeKey.vertex_group -> vertex_group: string "Vertex weight group, to blend with basis shape" -ShapeKeyBezierPoint.co -> co: float "NO DESCRIPTION" -ShapeKeyBezierPoint.handle_1_co -> handle_1_co: float "NO DESCRIPTION" -ShapeKeyBezierPoint.handle_2_co -> handle_2_co: float "NO DESCRIPTION" -ShapeKeyCurvePoint.co -> co: float "NO DESCRIPTION" -ShapeKeyCurvePoint.tilt -> tilt: float "NO DESCRIPTION" -ShapeKeyPoint.co -> co: float "NO DESCRIPTION" -SmokeDomainSettings.alpha -> alpha: float "Higher value results in sinking smoke" -SmokeDomainSettings.amplify -> amplify: int "Enhance the resolution of smoke by this factor using noise" -SmokeDomainSettings.beta -> beta: float "Higher value results in faster rising smoke" -SmokeDomainSettings.coll_group -> coll_group: pointer "Limit collisions to this group" -SmokeDomainSettings.dissolve_speed -> dissolve_speed: int "Dissolve Speed" -SmokeDomainSettings.eff_group -> eff_group: pointer "Limit effectors to this group" -SmokeDomainSettings.effector_weights -> effector_weights: pointer, "(read-only)" -SmokeDomainSettings.fluid_group -> fluid_group: pointer "Limit fluid objects to this group" -SmokeDomainSettings.maxres -> maxres: int "Maximal resolution used in the fluid domain" -SmokeDomainSettings.noise_type -> noise_type: enum "Noise method which is used for creating the high resolution" -SmokeDomainSettings.point_cache_high -> point_cache_high: pointer, "(read-only)" -SmokeDomainSettings.point_cache_low -> point_cache_low: pointer, "(read-only)" -SmokeDomainSettings.viewhighres -> show_high_resolution: boolean "Show high resolution (using amplification)" -SmokeDomainSettings.smoke_cache_comp -> smoke_cache_comp: enum "Compression method to be used" -SmokeDomainSettings.smoke_cache_high_comp -> smoke_cache_high_comp: enum "Compression method to be used" -SmokeDomainSettings.smoke_domain_colli -> smoke_domain_colli: enum "Selects which domain border will be treated as collision object." -SmokeDomainSettings.smoothemitter -> smoothemitter: boolean "Smoothens emitted smoke to avoid blockiness." -SmokeDomainSettings.strength -> strength: float "Strength of wavelet noise" -SmokeDomainSettings.time_scale -> time_scale: float "Adjust simulation speed." -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_high_resolution: boolean "Enable high resolution (using amplification)" -SmokeDomainSettings.vorticity -> vorticity: float "Amount of turbulence/rotation in fluid." -SmokeFlowSettings.absolute -> absolute: boolean "Only allows given density value in emitter area." -SmokeFlowSettings.density -> density: float "NO DESCRIPTION" -SmokeFlowSettings.initial_velocity -> initial_velocity: boolean "Smoke inherits its velocity from the emitter particle" -SmokeFlowSettings.psys -> psys: pointer "Particle systems emitted from the object" -SmokeFlowSettings.temperature -> temperature: float "Temperature difference to ambient temperature" -NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean "Deletes smoke from simulation" -SmokeFlowSettings.velocity_multiplier -> velocity_multiplier: float "Multiplier to adjust velocity passed to smoke" -SoftBodySettings.aero -> aero: float "Make edges sail" -SoftBodySettings.aerodynamics_type -> aerodynamics_type: enum "Method of calculating aerodynamic interaction" -SoftBodySettings.ball_damp -> ball_damp: float "Blending to inelastic collision" -SoftBodySettings.ball_size -> ball_size: float "Absolute ball size or factor if not manual adjusted" -SoftBodySettings.ball_stiff -> ball_stiff: float "Ball inflating pressure" -SoftBodySettings.bending -> bend: float "Bending Stiffness" -SoftBodySettings.choke -> choke: int "Viscosity inside collision target" -SoftBodySettings.collision_type -> collision_type: enum "Choose Collision Type" -SoftBodySettings.damp -> damping: float "Edge spring friction" -SoftBodySettings.effector_weights -> effector_weights: pointer, "(read-only)" -SoftBodySettings.error_limit -> error_limit: float "The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed" -SoftBodySettings.friction -> friction: float "General media friction for point movements" -SoftBodySettings.fuzzy -> fuzzy: int "Fuzziness while on collision, high values make collsion handling faster but less stable" -SoftBodySettings.goal_default -> goal_default: float "Default Goal (vertex target position) value, when no Vertex Group used" -SoftBodySettings.goal_friction -> goal_friction: float "Goal (vertex target position) friction" -SoftBodySettings.goal_max -> goal_max: float "Goal maximum, vertex weights are scaled to match this range" -SoftBodySettings.goal_min -> goal_min: float "Goal minimum, vertex weights are scaled to match this range" -SoftBodySettings.goal_spring -> goal_spring: float "Goal (vertex target position) spring stiffness" -SoftBodySettings.goal_vertex_group -> goal_vertex_group: string "Control point weight values" -SoftBodySettings.gravity -> gravity: float "Apply gravitation to point movement" -SoftBodySettings.lcom -> lcom: float "Location of Center of mass" -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.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" -SoftBodySettings.shear -> shear: float "Shear Stiffness" -SoftBodySettings.speed -> speed: float "Tweak timing for physics to control frequency and speed" -SoftBodySettings.spring_length -> spring_length: float "Alter spring length to shrink/blow up (unit %) 0 to disable" -SoftBodySettings.spring_vertex_group -> spring_vertex_group: string "Control point spring strength values" -SoftBodySettings.maxstep -> step_max: int "Maximal # solver steps/frame" -SoftBodySettings.minstep -> step_min: int "Minimal # solver steps/frame" -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.use_edges -> use_edges: boolean "Use Edges as springs" -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.use_goal -> use_goal: boolean "Define forces for vertices to stick to animated position" -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" -Space.type -> type: enum, "(read-only) Space data type" -SpaceUVEditor.cursor_location -> cursor_location: float "2D cursor location for this view" -SpaceUVEditor.draw_stretch_type -> draw_stretch_type: enum "Type of stretch to draw" -SpaceUVEditor.edge_draw_type -> edge_draw_type: enum "Draw type for drawing UV edges" -SpaceUVEditor.pivot -> pivot: enum "Rotation/Scaling Pivot" -SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean "Draw edges after modifiers are applied" -SpaceUVEditor.normalized_coordinates -> show_normalized_coords: boolean "Display UV coordinates from 0.0 to 1.0 rather than in pixels" -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.sticky_selection_mode -> sticky_selection_mode: enum "Automatically select also UVs sharing the same vertex as the ones being selected" -SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds: boolean "Constraint to stay within the image bounds while editing" -SpaceUVEditor.live_unwrap -> use_live_unwrap: boolean "Continuously unwrap the selected UV island while transforming pinned vertices" -SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels: boolean "Snap UVs to pixel locations while editing" -Space|SpaceConsole.console_type -> console_type: enum "Console type" -Space|SpaceConsole.font_size -> font_size: int "Font size to use for displaying the text" -Space|SpaceConsole.history -> history: collection, "(read-only) Command history" -Space|SpaceConsole.language -> language: string "Command line prompt language" -Space|SpaceConsole.prompt -> prompt: string "Command line prompt" -Space|SpaceConsole.scrollback -> scrollback: collection, "(read-only) Command output" -Space|SpaceConsole.selection_end -> selection_end: int "NO DESCRIPTION" -Space|SpaceConsole.selection_start -> selection_start: int "NO DESCRIPTION" -Space|SpaceConsole.show_report_debug -> show_report_debug: boolean "Display debug reporting info" -Space|SpaceConsole.show_report_error -> show_report_error: boolean "Display error text" -Space|SpaceConsole.show_report_info -> show_report_info: boolean "Display general information" -Space|SpaceConsole.show_report_operator -> show_report_operator: boolean "Display the operator log" -Space|SpaceConsole.show_report_warn -> show_report_warning: boolean "Display warnings" -Space|SpaceDopeSheetEditor.action -> action: pointer "Action displayed and edited in this space" -Space|SpaceDopeSheetEditor.autosnap -> autosnap: enum "Automatic time snapping settings for transformations" -Space|SpaceDopeSheetEditor.dopesheet -> dopesheet: pointer, "(read-only) Settings for filtering animation data" -Space|SpaceDopeSheetEditor.mode -> mode: enum "Editing context being displayed" -Space|SpaceDopeSheetEditor.show_cframe_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" -Space|SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, "(read-only) Show timing in seconds not frames" -Space|SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean "Show sliders beside F-Curve channels" -Space|SpaceDopeSheetEditor.automerge_keyframes -> use_automerge_keyframes: boolean "Automatically merge nearby keyframes" -Space|SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean "Sync Markers with keyframe edits" -Space|SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean "When transforming keyframes, changes to the animation data are flushed to other views" -Space|SpaceFileBrowser.params -> params: pointer, "(read-only) Parameters and Settings for the Filebrowser" -Space|SpaceGraphEditor.autosnap -> autosnap: enum "Automatic time snapping settings for transformations" -Space|SpaceGraphEditor.cursor_value -> cursor_value: float "Graph Editor 2D-Value cursor - Y-Value component" -Space|SpaceGraphEditor.dopesheet -> dopesheet: pointer, "(read-only) Settings for filtering animation data" -Space|SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean "Graph Editor instance has some ghost curves stored" -Space|SpaceGraphEditor.mode -> mode: enum "Editing context being displayed" -Space|SpaceGraphEditor.pivot_point -> pivot_point: enum "Pivot center for rotation/scaling" -Space|SpaceGraphEditor.show_cursor -> show_cursor: boolean "Show 2D cursor" -Space|SpaceGraphEditor.show_cframe_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" -Space|SpaceGraphEditor.show_handles -> show_handles: boolean "Show handles of Bezier control points" -Space|SpaceGraphEditor.show_seconds -> show_seconds: boolean, "(read-only) Show timing in seconds not frames" -Space|SpaceGraphEditor.show_sliders -> show_sliders: boolean "Show sliders beside F-Curve channels" -Space|SpaceGraphEditor.automerge_keyframes -> use_automerge_keyframes: boolean "Automatically merge nearby keyframes" -Space|SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles: boolean "Only keyframes of selected F-Curves are visible and editable" -Space|SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean "Only show and edit handles of selected keyframes" -Space|SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean "When transforming keyframes, changes to the animation data are flushed to other views" -Space|SpaceImageEditor.curves -> curves: pointer, "(read-only) Color curve mapping to use for displaying the image" -Space|SpaceImageEditor.draw_channels -> draw_channels: enum "Channels of the image to draw" -Space|SpaceImageEditor.grease_pencil -> grease_pencil: pointer "Grease pencil data for this space" -Space|SpaceImageEditor.image -> image: pointer "Image displayed and edited in this space" -Space|SpaceImageEditor.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed" -Space|SpaceImageEditor.sample_histogram -> sample_histogram: pointer, "(read-only) Sampled colors along line" -Space|SpaceImageEditor.scopes -> scopes: pointer, "(read-only) Scopes to visualize image statistics." -Space|SpaceImageEditor.show_paint -> show_paint: boolean, "(read-only) Show paint related properties" -Space|SpaceImageEditor.show_render -> show_render: boolean, "(read-only) Show render related properties" -Space|SpaceImageEditor.draw_repeated -> show_repeated: boolean "Draw the image repeated outside of the main view" -Space|SpaceImageEditor.show_uvedit -> show_uvedit: boolean, "(read-only) Show UV editing related properties" -Space|SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean "Display and edit the grease pencil freehand annotations overlay" -Space|SpaceImageEditor.image_painting -> use_image_paint: boolean "Enable image painting mode" -Space|SpaceImageEditor.image_pin -> use_image_pin: boolean "Display current image regardless of object selection" -Space|SpaceImageEditor.update_automatically -> use_realtime_updates: boolean "Update other affected window spaces automatically to reflect changes during interactive operations such as transform" -Space|SpaceImageEditor.uv_editor -> uv_editor: pointer, "(read-only) UV editor settings" -Space|SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects: boolean "Show actuators of active object" -Space|SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states: boolean "Show only actuators connected to active states" -Space|SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller: boolean "Show linked objects to the actuator" -Space|SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects: boolean "Show actuators of all selected objects" -Space|SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects: boolean "Show controllers of active object" -Space|SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller: boolean "Show linked objects to sensor/actuator" -Space|SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects: boolean "Show controllers of all selected objects" -Space|SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects: boolean "Show sensors of active object" -Space|SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states: boolean "Show only sensors connected to active states" -Space|SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller: boolean "Show linked objects to the controller" -Space|SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects: boolean "Show sensors of all selected objects" -Space|SpaceNLA.autosnap -> autosnap: enum "Automatic time snapping settings for transformations" -Space|SpaceNLA.dopesheet -> dopesheet: pointer, "(read-only) Settings for filtering animation data" -Space|SpaceNLA.show_cframe_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" -Space|SpaceNLA.show_seconds -> show_seconds: boolean, "(read-only) Show timing in seconds not frames" -Space|SpaceNLA.show_strip_curves -> show_strip_curves: boolean "Show influence curves on strips" -Space|SpaceNLA.realtime_updates -> use_realtime_updates: boolean "When transforming strips, changes to the animation data are flushed to other views" -Space|SpaceNodeEditor.id -> id: pointer, "(read-only) Datablock whose nodes are being edited" -Space|SpaceNodeEditor.id_from -> id_from: pointer, "(read-only) Datablock from which the edited datablock is linked" -Space|SpaceNodeEditor.nodetree -> nodetree: pointer, "(read-only) Node tree being displayed and edited" -Space|SpaceNodeEditor.backdrop -> show_backdrop: boolean "Use active Viewer Node output as backdrop for compositing nodes" -Space|SpaceNodeEditor.texture_type -> texture_type: enum "Type of data to take texture from" -Space|SpaceNodeEditor.tree_type -> tree_type: enum "Node tree type to display and edit" -Space|SpaceOutliner.display_filter -> display_filter: string "Live search filtering string" -Space|SpaceOutliner.display_mode -> display_mode: enum "Type of information to display" -Space|SpaceOutliner.show_restriction_columns -> show_restriction_columns: boolean "Show column" -Space|SpaceOutliner.match_case_sensitive -> use_match_case_sensitive: boolean "Only use case sensitive matches of search string" -Space|SpaceOutliner.match_complete -> use_match_complete: boolean "Only use complete matches of search string" -Space|SpaceProperties.align -> align: enum "Arrangement of the panels" -Space|SpaceProperties.context -> context: enum "Type of active data to display and edit" -Space|SpaceProperties.pin_id -> pin_id: pointer "NO DESCRIPTION" -Space|SpaceProperties.brush_texture -> show_brush_texture: boolean "Show brush textures" -Space|SpaceProperties.use_pin_id -> use_pin_id: boolean "Use the pinned context" -Space|SpaceSequenceEditor.display_channel -> display_channel: int "The channel number shown in the image preview. 0 is the result of all strips combined" -Space|SpaceSequenceEditor.display_mode -> display_mode: enum "The view mode to use for displaying sequencer output" -Space|SpaceSequenceEditor.draw_overexposed -> draw_overexposed: int "Show overexposed areas with zebra stripes" -Space|SpaceSequenceEditor.grease_pencil -> grease_pencil: pointer, "(read-only) Grease pencil data for this space" -Space|SpaceSequenceEditor.offset_x -> offset_x: float "Offsets image horizontally from the view center" -Space|SpaceSequenceEditor.offset_y -> offset_y: float "Offsets image horizontally from the view center" -Space|SpaceSequenceEditor.proxy_render_size -> proxy_render_size: enum "Draw preview using full resolution or different proxy resolutions" -Space|SpaceSequenceEditor.show_cframe_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" -Space|SpaceSequenceEditor.draw_frames -> show_frames: boolean "Draw frames rather than seconds" -Space|SpaceSequenceEditor.draw_safe_margin -> show_safe_margin: boolean "Draw title safe margins in preview" -Space|SpaceSequenceEditor.separate_color_preview -> show_separate_color: boolean "Separate color channels in preview" -Space|SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean "Display and edit the grease pencil freehand annotations overlay" -Space|SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean "Transform markers as well as strips" -Space|SpaceSequenceEditor.view_type -> view_type: enum "The type of the Sequencer view (sequencer, preview or both)" -Space|SpaceSequenceEditor.zoom -> zoom: float "Display zoom level" -Space|SpaceTextEditor.find_text -> find_text: string "Text to search for with the find tool" -Space|SpaceTextEditor.font_size -> font_size: int "Font size to use for displaying the text" -Space|SpaceTextEditor.replace_text -> replace_text: string "Text to replace selected text with using the replace tool" -Space|SpaceTextEditor.show_line_numbers -> show_line_numbers: boolean "Show line numbers next to the text" -Space|SpaceTextEditor.show_syntax_highlight -> show_syntax_highlight: boolean "Syntax highlight for scripting" -Space|SpaceTextEditor.show_word_wrap -> show_word_wrap: boolean "Wrap words if there is not enough horizontal space" -Space|SpaceTextEditor.tab_width -> tab_width: int "Number of spaces to display tabs with" -Space|SpaceTextEditor.text -> text: pointer "Text displayed and edited in this space" -Space|SpaceTextEditor.find_all -> use_find_all: boolean "Search in all text datablocks, instead of only the active one" -Space|SpaceTextEditor.find_wrap -> use_find_wrap: boolean "Search again from the start of the file when reaching the end" -Space|SpaceTextEditor.live_edit -> use_live_edit: boolean "Run python while editing" -Space|SpaceTextEditor.overwrite -> use_overwrite: boolean "Overwrite characters when typing rather than inserting them" -Space|SpaceTimeline.cache_cloth -> cache_cloth: boolean "Show the active objects cloth point cache" -Space|SpaceTimeline.cache_particles -> cache_particles: boolean "Show the active objects particle point cache" -Space|SpaceTimeline.cache_smoke -> cache_smoke: boolean "Show the active objects smoke cache" -Space|SpaceTimeline.cache_softbody -> cache_softbody: boolean "Show the active objects softbody point cache" -Space|SpaceTimeline.show_cache -> show_cache: boolean "Show the status of cached frames in the timeline" -Space|SpaceTimeline.show_cframe_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" -Space|SpaceTimeline.only_selected -> show_only_selected: boolean "Show keyframes for active Object and/or its selected channels only" -Space|SpaceTimeline.play_all_3d -> use_play_3d_editors: boolean "NO DESCRIPTION" -Space|SpaceTimeline.play_anim -> use_play_animation_editors: boolean "NO DESCRIPTION" -Space|SpaceTimeline.play_image -> use_play_image_editors: boolean "NO DESCRIPTION" -Space|SpaceTimeline.play_nodes -> use_play_node_editors: boolean "NO DESCRIPTION" -Space|SpaceTimeline.play_buttons -> use_play_properties_editors: boolean "NO DESCRIPTION" -Space|SpaceTimeline.play_sequencer -> use_play_sequence_editors: boolean "NO DESCRIPTION" -Space|SpaceTimeline.play_top_left -> use_play_top_left_3d_editor: boolean "NO DESCRIPTION" -Space|SpaceUserPreferences.filter -> filter: string "Search term for filtering in the UI" -Space|SpaceView3D.background_images -> background_images: collection, "(read-only) List of background images" -Space|SpaceView3D.camera -> camera: pointer "Active camera used in this view (when unlocked from the scenes active camera)" -Space|SpaceView3D.clip_end -> clip_end: float "3D View far clipping distance" -Space|SpaceView3D.clip_start -> clip_start: float "3D View near clipping distance" -Space|SpaceView3D.current_orientation -> current_orientation: pointer, "(read-only) Current Transformation orientation" -Space|SpaceView3D.cursor_location -> cursor_location: float "3D cursor location for this view (dependent on local view setting)" -Space|SpaceView3D.grid_lines -> grid_lines: int "The number of grid lines to display in perspective view" -Space|SpaceView3D.grid_spacing -> grid_spacing: float "The distance between 3D View grid lines" -Space|SpaceView3D.grid_subdivisions -> grid_subdivisions: int "The number of subdivisions between grid lines" -Space|SpaceView3D.layers -> layers: boolean "Layers visible in this 3D View" -Space|SpaceView3D.used_layers -> layers_used: boolean, "(read-only) Layers that contain something" -Space|SpaceView3D.lens -> lens: float "Lens angle (mm) in perspective view" -Space|SpaceView3D.local_view -> local_view: pointer, "(read-only) Display an isolated sub-set of objects, apart from the scene visibility" -Space|SpaceView3D.lock_bone -> lock_bone: string "3D View center is locked to this bones position" -Space|SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean "Use the scenes active camera and layers in this view, rather than local layers" -Space|SpaceView3D.lock_object -> lock_object: pointer "3D View center is locked to this objects position" -Space|SpaceView3D.pivot_point -> pivot_point: enum "Pivot center for rotation/scaling" -Space|SpaceView3D.region_3d -> region_3d: pointer, "(read-only) 3D region in this space, in case of quad view the camera region" -Space|SpaceView3D.region_quadview -> region_quadview: pointer, "(read-only) 3D region that defines the quad view settings" -Space|SpaceView3D.all_object_origins -> show_all_objects_origin: boolean "Show the object origin center dot for all (selected and unselected) objects" -Space|SpaceView3D.display_x_axis -> show_axis_x: boolean "Show the X axis line in perspective view" -Space|SpaceView3D.display_y_axis -> show_axis_y: boolean "Show the Y axis line in perspective view" -Space|SpaceView3D.display_z_axis -> show_axis_z: boolean "Show the Z axis line in perspective view" -Space|SpaceView3D.display_background_images -> show_background_images: boolean "Display reference images behind objects in the 3D View" -Space|SpaceView3D.display_floor -> show_floor: boolean "Show the ground plane grid in perspective view" -Space|SpaceView3D.display_render_override -> show_only_render: boolean "Display only objects which will be rendered" -Space|SpaceView3D.outline_selected -> show_outline_selected: boolean "Show an outline highlight around selected objects in non-wireframe views" -Space|SpaceView3D.relationship_lines -> show_relationship_lines: boolean "Show dashed lines indicating parent or constraint relationships" -Space|SpaceView3D.textured_solid -> show_textured_solid: boolean "Display face-assigned textures in solid view" -Space|SpaceView3D.transform_orientation -> transform_orientation: enum "Transformation orientation" -Space|SpaceView3D.manipulator -> use_manipulator: boolean "Use a 3D manipulator widget for controlling transforms" -Space|SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean "Use the manipulator for rotation transformations" -Space|SpaceView3D.manipulator_scale -> use_manipulator_scale: boolean "Use the manipulator for scale transformations" -Space|SpaceView3D.manipulator_translate -> use_manipulator_translate: boolean "Use the manipulator for movement transformations" -Space|SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean "Limit selection to visible (clipped with depth buffer)" -Space|SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean "Manipulate object centers only" -Space|SpaceView3D.viewport_shading -> viewport_shade: enum "Method to display/shade objects in the 3D View" -Spline.bezier_points -> bezier_points: collection, "(read-only) Collection of points for bezier curves only" -Spline.character_index -> character_index: int, "(read-only) Location of this character in the text data (only for text curves)" -Spline.hide -> hide: boolean "Hide this curve in editmode" -Spline.material_index -> material_index: int "NO DESCRIPTION" -Spline.order_u -> order_u: int "Nurbs order in the U direction (For splines and surfaces), Higher values let points influence a greater area" -Spline.order_v -> order_v: int "Nurbs order in the V direction (For surfaces only), Higher values let points influence a greater area" -Spline.point_count_u -> point_count_u: int, "(read-only) Total number points for the curve or surface in the U direction" -Spline.point_count_v -> point_count_v: int, "(read-only) Total number points for the surface on the V direction" -Spline.points -> points: collection, "(read-only) Collection of points that make up this poly or nurbs spline" -Spline.radius_interpolation -> radius_interpolation: enum "The type of radius interpolation for Bezier curves" -Spline.resolution_u -> resolution_u: int "Curve or Surface subdivisions per segment" -Spline.resolution_v -> resolution_v: int "Surface subdivisions per segment" -Spline.tilt_interpolation -> tilt_interpolation: enum "The type of tilt interpolation for 3D, Bezier curves" -Spline.type -> type: enum "The interpolation type for this curve element" -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)" -Spline.smooth -> use_smooth: boolean "Smooth the normals of the surface or beveled curve" -SplinePoint.co -> co: float "Point coordinates" -SplinePoint.hide -> hide: boolean "Visibility status" -SplinePoint.radius -> radius: float, "(read-only) Radius for bevelling" -SplinePoint.select -> select: boolean "Selection status" -SplinePoint.tilt -> tilt: float "Tilt in 3D View" -SplinePoint.weight -> weight: float "Nurbs weight" -SplinePoint.weight_softbody -> weight_softbody: float "Softbody goal weight" -Struct.base -> base: pointer, "(read-only) Struct definition this is derived from" -Struct.description -> description: string, "(read-only) Description of the Structs purpose" -Struct.functions -> functions: collection, "(read-only)" -Struct.identifier -> identifier: string, "(read-only) Unique name used in the code and scripting" -Struct.name -> name: string, "(read-only) Human readable name" ++ * Sequence|EffectSequence|GlowSequence.blur_distance -> blur_radius: float "Radius of glow effect" ++ * Sequence|EffectSequence|GlowSequence.boost_factor -> boost_factor: float "Brightness multiplier" ++ * Sequence|EffectSequence|GlowSequence.clamp -> clamp: float "rightness limit of intensity" ++ * Sequence|EffectSequence|GlowSequence.quality -> quality: int "Accuracy of the blur effect" ++ * Sequence|EffectSequence|GlowSequence.threshold -> threshold: float "Minimum intensity to trigger a glow" ++ * Sequence|EffectSequence|GlowSequence.only_boost -> use_only_boost: boolean "Show the glow buffer only" ++ * Sequence|EffectSequence|PluginSequence.filename -> filename: string, "(read-only)" ++ * Sequence|EffectSequence|SpeedControlSequence.global_speed -> global_speed: float "NO DESCRIPTION" ++ * Sequence|EffectSequence|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" ++ * Sequence|EffectSequence|SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean "Interpret the F-Curve value as a velocity instead of a frame number" ++ * Sequence|EffectSequence|SpeedControlSequence.frame_blending -> use_frame_blend: boolean "Blend two frames into the target for a smoother result" ++ * Sequence|EffectSequence|TransformSequence.interpolation -> interpolation: enum "NO DESCRIPTION" ++ * Sequence|EffectSequence|TransformSequence.rotation_start -> rotation_start: float "NO DESCRIPTION" ++ * Sequence|EffectSequence|TransformSequence.scale_start_x -> scale_start_x: float "NO DESCRIPTION" ++ * Sequence|EffectSequence|TransformSequence.scale_start_y -> scale_start_y: float "NO DESCRIPTION" ++ * Sequence|EffectSequence|TransformSequence.translate_start_x -> translate_start_x: float "NO DESCRIPTION" ++ * Sequence|EffectSequence|TransformSequence.translate_start_y -> translate_start_y: float "NO DESCRIPTION" ++ * Sequence|EffectSequence|TransformSequence.translation_unit -> translation_unit: enum "NO DESCRIPTION" ++ * Sequence|EffectSequence|TransformSequence.uniform_scale -> use_uniform_scale: boolean "Scale uniformly, preserving aspect ratio" ++ * Sequence|EffectSequence|WipeSequence.angle -> angle: float "Edge angle" ++ * Sequence|EffectSequence|WipeSequence.blur_width -> blur_width: float "Width of the blur edge, in percentage relative to the image size" ++ * Sequence|EffectSequence|WipeSequence.direction -> direction: enum "Wipe direction" ++ * Sequence|EffectSequence|WipeSequence.transition_type -> transition_type: enum "NO DESCRIPTION" ++ * Sequence|ImageSequence.animation_end_offset -> frame_offset_end: int "Animation end offset (trim end)" ++ * Sequence|ImageSequence.animation_start_offset -> frame_offset_start: int "Animation start offset (trim start)" ++ * Sequence|ImageSequence.color_balance -> color_balance: pointer, "(read-only)" ++ * Sequence|ImageSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION" ++ * Sequence|ImageSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" ++ * Sequence|ImageSequence.crop -> crop: pointer, "(read-only)" ++ * Sequence|ImageSequence.directory -> directory: string "NO DESCRIPTION" ++ * Sequence|ImageSequence.elements -> elements: collection, "(read-only)" ++ * Sequence|ImageSequence.proxy -> proxy: pointer, "(read-only)" ++ * Sequence|ImageSequence.strobe -> strobe: float "Only display every nth frame" ++ * Sequence|ImageSequence.transform -> transform: pointer, "(read-only)" ++ * Sequence|ImageSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" ++ * Sequence|ImageSequence.use_crop -> use_crop: boolean "Crop image before processing" ++ * Sequence|ImageSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" ++ * Sequence|ImageSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" ++ * Sequence|ImageSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" ++ * Sequence|ImageSequence.convert_float -> use_float: boolean "Convert input to float data" ++ * Sequence|ImageSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" ++ * Sequence|ImageSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" ++ * Sequence|ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" ++ * Sequence|ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" ++ * Sequence|ImageSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" ++ * Sequence|ImageSequence.use_translation -> use_translation: boolean "Translate image before processing" ++ * Sequence|MetaSequence.animation_end_offset -> frame_offset_end: int "Animation end offset (trim end)" ++ * Sequence|MetaSequence.animation_start_offset -> frame_offset_start: int "Animation start offset (trim start)" ++ * Sequence|MetaSequence.color_balance -> color_balance: pointer, "(read-only)" ++ * Sequence|MetaSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION" ++ * Sequence|MetaSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" ++ * Sequence|MetaSequence.crop -> crop: pointer, "(read-only)" ++ * Sequence|MetaSequence.proxy -> proxy: pointer, "(read-only)" ++ * Sequence|MetaSequence.sequences -> sequences: collection, "(read-only)" ++ * Sequence|MetaSequence.strobe -> strobe: float "Only display every nth frame" ++ * Sequence|MetaSequence.transform -> transform: pointer, "(read-only)" ++ * Sequence|MetaSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" ++ * Sequence|MetaSequence.use_crop -> use_crop: boolean "Crop image before processing" ++ * Sequence|MetaSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" ++ * Sequence|MetaSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" ++ * Sequence|MetaSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" ++ * Sequence|MetaSequence.convert_float -> use_float: boolean "Convert input to float data" ++ * Sequence|MetaSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" ++ * Sequence|MetaSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" ++ * Sequence|MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" ++ * Sequence|MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" ++ * Sequence|MetaSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" ++ * Sequence|MetaSequence.use_translation -> use_translation: boolean "Translate image before processing" ++ * Sequence|MovieSequence.animation_end_offset -> frame_offset_end: int "Animation end offset (trim end)" ++ * Sequence|MovieSequence.animation_start_offset -> frame_offset_start: int "Animation start offset (trim start)" ++ * Sequence|MovieSequence.color_balance -> color_balance: pointer, "(read-only)" ++ * Sequence|MovieSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION" ++ * Sequence|MovieSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" ++ * Sequence|MovieSequence.crop -> crop: pointer, "(read-only)" ++ * Sequence|MovieSequence.filepath -> filepath: string "NO DESCRIPTION" ++ * Sequence|MovieSequence.mpeg_preseek -> mpeg_preseek: int "For MPEG movies, preseek this many frames" ++ * Sequence|MovieSequence.proxy -> proxy: pointer, "(read-only)" ++ * Sequence|MovieSequence.strobe -> strobe: float "Only display every nth frame" ++ * Sequence|MovieSequence.transform -> transform: pointer, "(read-only)" ++ * Sequence|MovieSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" ++ * Sequence|MovieSequence.use_crop -> use_crop: boolean "Crop image before processing" ++ * Sequence|MovieSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" ++ * Sequence|MovieSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" ++ * Sequence|MovieSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" ++ * Sequence|MovieSequence.convert_float -> use_float: boolean "Convert input to float data" ++ * Sequence|MovieSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" ++ * Sequence|MovieSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" ++ * Sequence|MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" ++ * Sequence|MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" ++ * Sequence|MovieSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" ++ * Sequence|MovieSequence.use_translation -> use_translation: boolean "Translate image before processing" ++ * Sequence|MulticamSequence.animation_end_offset -> frame_offset_end: int "Animation end offset (trim end)" ++ * Sequence|MulticamSequence.animation_start_offset -> frame_offset_start: int "Animation start offset (trim start)" ++ * Sequence|MulticamSequence.color_balance -> color_balance: pointer, "(read-only)" ++ * Sequence|MulticamSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION" ++ * Sequence|MulticamSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" ++ * Sequence|MulticamSequence.crop -> crop: pointer, "(read-only)" ++ * Sequence|MulticamSequence.multicam_source -> multicam_source: int "NO DESCRIPTION" ++ * Sequence|MulticamSequence.proxy -> proxy: pointer, "(read-only)" ++ * Sequence|MulticamSequence.strobe -> strobe: float "Only display every nth frame" ++ * Sequence|MulticamSequence.transform -> transform: pointer, "(read-only)" ++ * Sequence|MulticamSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" ++ * Sequence|MulticamSequence.use_crop -> use_crop: boolean "Crop image before processing" ++ * Sequence|MulticamSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" ++ * Sequence|MulticamSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" ++ * Sequence|MulticamSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" ++ * Sequence|MulticamSequence.convert_float -> use_float: boolean "Convert input to float data" ++ * Sequence|MulticamSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" ++ * Sequence|MulticamSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" ++ * Sequence|MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" ++ * Sequence|MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" ++ * Sequence|MulticamSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" ++ * Sequence|MulticamSequence.use_translation -> use_translation: boolean "Translate image before processing" ++ * Sequence|SceneSequence.animation_end_offset -> frame_offset_end: int "Animation end offset (trim end)" ++ * Sequence|SceneSequence.animation_start_offset -> frame_offset_start: int "Animation start offset (trim start)" ++ * Sequence|SceneSequence.color_balance -> color_balance: pointer, "(read-only)" ++ * Sequence|SceneSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION" ++ * Sequence|SceneSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" ++ * Sequence|SceneSequence.crop -> crop: pointer, "(read-only)" ++ * Sequence|SceneSequence.proxy -> proxy: pointer, "(read-only)" ++ * Sequence|SceneSequence.scene -> scene: pointer "Scene that this sequence uses" ++ * Sequence|SceneSequence.scene_camera -> scene_camera: pointer "Override the scenes active camera" ++ * Sequence|SceneSequence.strobe -> strobe: float "Only display every nth frame" ++ * Sequence|SceneSequence.transform -> transform: pointer, "(read-only)" ++ * Sequence|SceneSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" ++ * Sequence|SceneSequence.use_crop -> use_crop: boolean "Crop image before processing" ++ * Sequence|SceneSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" ++ * Sequence|SceneSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" ++ * Sequence|SceneSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" ++ * Sequence|SceneSequence.convert_float -> use_float: boolean "Convert input to float data" ++ * Sequence|SceneSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" ++ * Sequence|SceneSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" ++ * Sequence|SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" ++ * Sequence|SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" ++ * Sequence|SceneSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" ++ * Sequence|SceneSequence.use_translation -> use_translation: boolean "Translate image before processing" ++ * Sequence|SoundSequence.animation_end_offset -> frame_offset_end: int "Animation end offset (trim end)" ++ * Sequence|SoundSequence.animation_start_offset -> frame_offset_start: int "Animation start offset (trim start)" ++ * Sequence|SoundSequence.attenuation -> attenuation: float "Attenuation in dezibel" ++ * Sequence|SoundSequence.filepath -> filepath: string "NO DESCRIPTION" ++ * Sequence|SoundSequence.sound -> sound: pointer, "(read-only) Sound datablock used by this sequence" ++ * Sequence|SoundSequence.volume -> volume: float "Playback volume of the sound" ++ * ShapeKey.data -> data: collection, "(read-only)" ++ * ShapeKey.frame -> frame: float, "(read-only) Frame for absolute keys" ++ * ShapeKey.interpolation -> interpolation: enum "Interpolation type" ++ * ShapeKey.mute -> mute: boolean "Mute this shape key" ++ * ShapeKey.name -> name: string "NO DESCRIPTION" ++ * ShapeKey.relative_key -> relative_key: pointer "Shape used as a relative key" ++ * ShapeKey.slider_max -> slider_max: float "Maximum for slider" ++ * ShapeKey.slider_min -> slider_min: float "Minimum for slider" ++ * ShapeKey.value -> value: float "Value of shape key at the current frame" ++ * ShapeKey.vertex_group -> vertex_group: string "Vertex weight group, to blend with basis shape" ++ * ShapeKeyBezierPoint.co -> co: float "NO DESCRIPTION" ++ * ShapeKeyBezierPoint.handle_1_co -> handle_left: float "NO DESCRIPTION" ++ * ShapeKeyBezierPoint.handle_2_co -> handle_hight: float "NO DESCRIPTION" ++ * ShapeKeyCurvePoint.co -> co: float "NO DESCRIPTION" ++ * ShapeKeyCurvePoint.tilt -> tilt: float "NO DESCRIPTION" ++ * ShapeKeyPoint.co -> co: float "NO DESCRIPTION" +TODO BETTER NAME * SmokeDomainSettings.alpha -> alpha: float "Higher value results in sinking smoke" ++ * SmokeDomainSettings.amplify -> amplify: int "Enhance the resolution of smoke by this factor using noise" +TODO BETTER NAME * SmokeDomainSettings.beta -> beta: float "Higher value results in faster rising smoke" ++ * SmokeDomainSettings.coll_group -> collision_group: pointer "Limit collisions to this group" ++ * SmokeDomainSettings.dissolve_speed -> dissolve_speed: int "Dissolve Speed" ++ * SmokeDomainSettings.eff_group -> eff_group: pointer "Limit effectors to this group" ++ * SmokeDomainSettings.effector_weights -> effector_weights: pointer, "(read-only)" ++ * SmokeDomainSettings.fluid_group -> fluid_group: pointer "Limit fluid objects to this group" ++ * SmokeDomainSettings.maxres -> resolution_max: int "Maximal resolution used in the fluid domain" ++ * SmokeDomainSettings.noise_type -> noise_type: enum "Noise method which is used for creating the high resolution" ++ * SmokeDomainSettings.point_cache_high -> point_cache_high: pointer, "(read-only)" ++ * SmokeDomainSettings.point_cache_low -> point_cache_low: pointer, "(read-only)" ++ * SmokeDomainSettings.viewhighres -> show_high_resolution: boolean "Show high resolution (using amplification)" ++ * SmokeDomainSettings.smoke_cache_comp -> point_cache_compress_type: enum "Compression method to be used" ++ * SmokeDomainSettings.smoke_cache_high_comp -> point_cache_compress_high_type: enum "Compression method to be used" ++ * SmokeDomainSettings.smoke_domain_colli -> collision_extents: enum "Selects which domain border will be treated as collision object." ++ * SmokeDomainSettings.smoothemitter -> smooth_emitter: boolean "Smoothens emitted smoke to avoid blockiness." ++ * SmokeDomainSettings.strength -> strength: float "Strength of wavelet noise" ++ * SmokeDomainSettings.time_scale -> time_scale: float "Adjust simulation speed." ++ * 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_high_resolution: boolean "Enable high resolution (using amplification)" ++ * SmokeDomainSettings.vorticity -> vorticity: float "Amount of turbulence/rotation in fluid." ++ * SmokeFlowSettings.absolute -> use_absolute: boolean "Only allows given density value in emitter area." ++ * SmokeFlowSettings.density -> density: float "NO DESCRIPTION" ++ * SmokeFlowSettings.initial_velocity -> initial_velocity: boolean "Smoke inherits its velocity from the emitter particle" ++ * SmokeFlowSettings.psys -> particle_system: pointer "Particle systems emitted from the object" ++ * SmokeFlowSettings.temperature -> temperature: float "Temperature difference to ambient temperature" ++NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean "Deletes smoke from simulation" ++ * SmokeFlowSettings.velocity_multiplier -> velocity_factor: float "Multiplier to adjust velocity passed to smoke" ++ * SoftBodySettings.aero -> aero: float "Make edges sail" ++ * SoftBodySettings.aerodynamics_type -> aerodynamics_type: enum "Method of calculating aerodynamic interaction" ++ * SoftBodySettings.ball_damp -> ball_damp: float "Blending to inelastic collision" ++ * SoftBodySettings.ball_size -> ball_size: float "Absolute ball size or factor if not manual adjusted" ++ * SoftBodySettings.ball_stiff -> ball_stiff: float "Ball inflating pressure" ++ * SoftBodySettings.bending -> bend: float "Bending Stiffness" ++ * SoftBodySettings.choke -> choke: int "Viscosity inside collision target" ++ * SoftBodySettings.collision_type -> collision_type: enum "Choose Collision Type" ++ * SoftBodySettings.damp -> damping: float "Edge spring friction" ++ * SoftBodySettings.effector_weights -> effector_weights: pointer, "(read-only)" ++ * SoftBodySettings.error_limit -> error_threshold: float "The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed" ++ * SoftBodySettings.friction -> friction: float "General media friction for point movements" ++ * SoftBodySettings.fuzzy -> fuzzy: int "Fuzziness while on collision, high values make collsion handling faster but less stable" ++ * SoftBodySettings.goal_default -> goal_default: float "Default Goal (vertex target position) value, when no Vertex Group used" ++ * SoftBodySettings.goal_friction -> goal_friction: float "Goal (vertex target position) friction" ++ * SoftBodySettings.goal_max -> goal_max: float "Goal maximum, vertex weights are scaled to match this range" ++ * SoftBodySettings.goal_min -> goal_min: float "Goal minimum, vertex weights are scaled to match this range" ++ * SoftBodySettings.goal_spring -> goal_spring: float "Goal (vertex target position) spring stiffness" ++ * SoftBodySettings.goal_vertex_group -> goal_vertex_group: string "Control point weight values" ++ * SoftBodySettings.gravity -> gravity: float "Apply gravitation to point movement" ++ * SoftBodySettings.lcom -> location_mass_center: float "Location of Center of mass" ++ * SoftBodySettings.lrot -> rotation_estimate: float "Estimated rotation matrix" ++ * SoftBodySettings.lscale -> scale_estimate: float "Estimated scale matrix" ++ * SoftBodySettings.mass -> mass: float "General Mass value" ++ * SoftBodySettings.mass_vertex_group -> mass_vertex_group: string "Control point mass values" ++ * 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" ++ * SoftBodySettings.shear -> shear: float "Shear Stiffness" ++ * SoftBodySettings.speed -> speed: float "Tweak timing for physics to control frequency and speed" ++ * SoftBodySettings.spring_length -> spring_length: float "Alter spring length to shrink/blow up (unit %) 0 to disable" ++ * SoftBodySettings.spring_vertex_group -> spring_vertex_group: string "Control point spring strength values" ++ * SoftBodySettings.maxstep -> step_max: int "Maximal # solver steps/frame" ++ * SoftBodySettings.minstep -> step_min: int "Minimal # solver steps/frame" ++ * 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.use_edges -> use_edges: boolean "Use Edges as springs" ++ * 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.use_goal -> use_goal: boolean "Define forces for vertices to stick to animated position" ++ * 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" ++ * Space.type -> type: enum, "(read-only) Space data type" ++ * SpaceUVEditor.cursor_location -> cursor_location: float "2D cursor location for this view" ++ * SpaceUVEditor.draw_stretch_type -> draw_stretch_type: enum "Type of stretch to draw" ++ * SpaceUVEditor.edge_draw_type -> edge_draw_type: enum "Draw type for drawing UV edges" ++ * SpaceUVEditor.pivot -> pivot_point: enum "Rotation/Scaling Pivot" ++ * SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean "Draw edges after modifiers are applied" ++ * SpaceUVEditor.normalized_coordinates -> show_normalized_coords: boolean "Display UV coordinates from 0.0 to 1.0 rather than in pixels" ++ * 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.sticky_selection_mode -> sticky_select_mode: enum "Automatically select also UVs sharing the same vertex as the ones being selected" ++ * SpaceUVEditor.constrain_to_image_bounds -> lock_bounds: boolean "Constraint to stay within the image bounds while editing" ++ * SpaceUVEditor.live_unwrap -> use_live_unwrap: boolean "Continuously unwrap the selected UV island while transforming pinned vertices" ++ * SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels: boolean "Snap UVs to pixel locations while editing" ++ * Space|SpaceConsole.console_type -> console_type: enum "Console type" ++ * Space|SpaceConsole.font_size -> font_size: int "Font size to use for displaying the text" ++ * Space|SpaceConsole.history -> history: collection, "(read-only) Command history" ++ * Space|SpaceConsole.language -> language: string "Command line prompt language" ++ * Space|SpaceConsole.prompt -> prompt: string "Command line prompt" ++ * Space|SpaceConsole.scrollback -> scrollback: collection, "(read-only) Command output" ++ * Space|SpaceConsole.selection_end -> select_end: int "NO DESCRIPTION" ++ * Space|SpaceConsole.selection_start -> select_start: int "NO DESCRIPTION" ++ * Space|SpaceConsole.show_report_debug -> show_report_debug: boolean "Display debug reporting info" ++ * Space|SpaceConsole.show_report_error -> show_report_error: boolean "Display error text" ++ * Space|SpaceConsole.show_report_info -> show_report_info: boolean "Display general information" ++ * Space|SpaceConsole.show_report_operator -> show_report_operator: boolean "Display the operator log" ++ * Space|SpaceConsole.show_report_warn -> show_report_warning: boolean "Display warnings" ++ * Space|SpaceDopeSheetEditor.action -> action: pointer "Action displayed and edited in this space" ++ * Space|SpaceDopeSheetEditor.autosnap -> auto_snap: enum "Automatic time snapping settings for transformations" ++ * Space|SpaceDopeSheetEditor.dopesheet -> dopesheet: pointer, "(read-only) Settings for filtering animation data" ++ * Space|SpaceDopeSheetEditor.mode -> mode: enum "Editing context being displayed" ++ * Space|SpaceDopeSheetEditor.show_cframe_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" ++ * Space|SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, "(read-only) Show timing in seconds not frames" ++ * Space|SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean "Show sliders beside F-Curve channels" ++ * Space|SpaceDopeSheetEditor.automerge_keyframes -> use_auto_merge_keyframes: boolean "Automatically merge nearby keyframes" ++ * Space|SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean "Sync Markers with keyframe edits" ++ * Space|SpaceDopeSheetEditor.realtime_updates -> use_realtime_update: boolean "When transforming keyframes, changes to the animation data are flushed to other views" ++ * Space|SpaceFileBrowser.params -> params: pointer, "(read-only) Parameters and Settings for the Filebrowser" ++ * Space|SpaceGraphEditor.autosnap -> auto_snap: enum "Automatic time snapping settings for transformations" ++ * Space|SpaceGraphEditor.cursor_value -> cursor_position_y: float "Graph Editor 2D-Value cursor - Y-Value component" ++ * Space|SpaceGraphEditor.dopesheet -> dopesheet: pointer, "(read-only) Settings for filtering animation data" ++ * Space|SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean "Graph Editor instance has some ghost curves stored" ++ * Space|SpaceGraphEditor.mode -> mode: enum "Editing context being displayed" ++ * Space|SpaceGraphEditor.pivot_point -> pivot_point: enum "Pivot center for rotation/scaling" ++ * Space|SpaceGraphEditor.show_cursor -> show_cursor: boolean "Show 2D cursor" ++ * Space|SpaceGraphEditor.show_cframe_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" ++ * Space|SpaceGraphEditor.show_handles -> show_handles: boolean "Show handles of Bezier control points" ++ * Space|SpaceGraphEditor.show_seconds -> show_seconds: boolean, "(read-only) Show timing in seconds not frames" ++ * Space|SpaceGraphEditor.show_sliders -> show_sliders: boolean "Show sliders beside F-Curve channels" ++ * Space|SpaceGraphEditor.automerge_keyframes -> use_auto_merge_keyframes: boolean "Automatically merge nearby keyframes" ++ * Space|SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles: boolean "Only keyframes of selected F-Curves are visible and editable" ++ * Space|SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean "Only show and edit handles of selected keyframes" ++ * Space|SpaceGraphEditor.realtime_updates -> use_realtime_update: boolean "When transforming keyframes, changes to the animation data are flushed to other views" ++ * Space|SpaceImageEditor.curves -> curves: pointer, "(read-only) Color curve mapping to use for displaying the image" ++ * Space|SpaceImageEditor.draw_channels -> draw_channels: enum "Channels of the image to draw" ++ * Space|SpaceImageEditor.grease_pencil -> grease_pencil: pointer "Grease pencil data for this space" ++ * Space|SpaceImageEditor.image -> image: pointer "Image displayed and edited in this space" ++ * Space|SpaceImageEditor.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed" ++ * Space|SpaceImageEditor.sample_histogram -> sample_histogram: pointer, "(read-only) Sampled colors along line" ++ * Space|SpaceImageEditor.scopes -> scopes: pointer, "(read-only) Scopes to visualize image statistics." ++ * Space|SpaceImageEditor.show_paint -> show_paint: boolean, "(read-only) Show paint related properties" ++ * Space|SpaceImageEditor.show_render -> show_render: boolean, "(read-only) Show render related properties" ++ * Space|SpaceImageEditor.draw_repeated -> show_repeat: boolean "Draw the image repeated outside of the main view" ++ * Space|SpaceImageEditor.show_uvedit -> show_uvedit: boolean, "(read-only) Show UV editing related properties" ++ * Space|SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean "Display and edit the grease pencil freehand annotations overlay" ++ * Space|SpaceImageEditor.image_painting -> use_image_paint: boolean "Enable image painting mode" ++ * Space|SpaceImageEditor.image_pin -> use_image_pin: boolean "Display current image regardless of object selection" ++ * Space|SpaceImageEditor.update_automatically -> use_realtime_update: boolean "Update other affected window spaces automatically to reflect changes during interactive operations such as transform" ++ * Space|SpaceImageEditor.uv_editor -> uv_editor: pointer, "(read-only) UV editor settings" ++ * Space|SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_object: boolean "Show actuators of active object" ++ * Space|SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states: boolean "Show only actuators connected to active states" ++ * Space|SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller: boolean "Show linked objects to the actuator" ++ * Space|SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects: boolean "Show actuators of all selected objects" ++ * Space|SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_object: boolean "Show controllers of active object" ++ * Space|SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller: boolean "Show linked objects to sensor/actuator" ++ * Space|SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects: boolean "Show controllers of all selected objects" ++ * Space|SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_object: boolean "Show sensors of active object" ++ * Space|SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states: boolean "Show only sensors connected to active states" ++ * Space|SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller: boolean "Show linked objects to the controller" ++ * Space|SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects: boolean "Show sensors of all selected objects" ++ * Space|SpaceNLA.autosnap -> auto_snap: enum "Automatic time snapping settings for transformations" ++ * Space|SpaceNLA.dopesheet -> dopesheet: pointer, "(read-only) Settings for filtering animation data" ++ * Space|SpaceNLA.show_cframe_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" ++ * Space|SpaceNLA.show_seconds -> show_seconds: boolean, "(read-only) Show timing in seconds not frames" ++ * Space|SpaceNLA.show_strip_curves -> show_strip_curves: boolean "Show influence curves on strips" ++ * Space|SpaceNLA.realtime_updates -> use_realtime_update: boolean "When transforming strips, changes to the animation data are flushed to other views" ++ * Space|SpaceNodeEditor.id -> id: pointer, "(read-only) Datablock whose nodes are being edited" ++ * Space|SpaceNodeEditor.id_from -> id_from: pointer, "(read-only) Datablock from which the edited datablock is linked" ++ * Space|SpaceNodeEditor.nodetree -> nodetree: pointer, "(read-only) Node tree being displayed and edited" ++ * Space|SpaceNodeEditor.backdrop -> show_backdrop: boolean "Use active Viewer Node output as backdrop for compositing nodes" ++ * Space|SpaceNodeEditor.texture_type -> texture_type: enum "Type of data to take texture from" ++ * Space|SpaceNodeEditor.tree_type -> tree_type: enum "Node tree type to display and edit" ++ * Space|SpaceOutliner.display_filter -> filter_text: string "Live search filtering string" ++ * Space|SpaceOutliner.display_mode -> display_mode: enum "Type of information to display" ++ * Space|SpaceOutliner.show_restriction_columns -> show_restrict_columns: boolean "Show column" ++ * Space|SpaceOutliner.match_case_sensitive -> use_filter_case_sensitive: boolean "Only use case sensitive matches of search string" ++ * Space|SpaceOutliner.match_complete -> use_filter_complete: boolean "Only use complete matches of search string" ++ * Space|SpaceProperties.align -> align: enum "Arrangement of the panels" ++ * Space|SpaceProperties.context -> context: enum "Type of active data to display and edit" ++ * Space|SpaceProperties.pin_id -> pin_id: pointer "NO DESCRIPTION" ++ * Space|SpaceProperties.brush_texture -> show_brush_texture: boolean "Show brush textures" ++ * Space|SpaceProperties.use_pin_id -> use_pin_id: boolean "Use the pinned context" ++ * Space|SpaceSequenceEditor.display_channel -> display_channel: int "The channel number shown in the image preview. 0 is the result of all strips combined" ++ * Space|SpaceSequenceEditor.display_mode -> display_mode: enum "The view mode to use for displaying sequencer output" ++ * Space|SpaceSequenceEditor.draw_overexposed -> draw_overexposed: int "Show overexposed areas with zebra stripes" ++ * Space|SpaceSequenceEditor.grease_pencil -> grease_pencil: pointer, "(read-only) Grease pencil data for this space" ++ * Space|SpaceSequenceEditor.offset_x -> offset_x: float "Offsets image horizontally from the view center" ++ * Space|SpaceSequenceEditor.offset_y -> offset_y: float "Offsets image horizontally from the view center" ++ * Space|SpaceSequenceEditor.proxy_render_size -> proxy_render_size: enum "Draw preview using full resolution or different proxy resolutions" ++ * Space|SpaceSequenceEditor.show_cframe_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" ++ * Space|SpaceSequenceEditor.draw_frames -> show_frames: boolean "Draw frames rather than seconds" ++ * Space|SpaceSequenceEditor.draw_safe_margin -> show_safe_margin: boolean "Draw title safe margins in preview" ++ * Space|SpaceSequenceEditor.separate_color_preview -> show_separate_color: boolean "Separate color channels in preview" ++ * Space|SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean "Display and edit the grease pencil freehand annotations overlay" ++ * Space|SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean "Transform markers as well as strips" ++ * Space|SpaceSequenceEditor.view_type -> view_type: enum "The type of the Sequencer view (sequencer, preview or both)" ++ * Space|SpaceSequenceEditor.zoom -> zoom: float "Display zoom level" ++ * Space|SpaceTextEditor.find_text -> find_text: string "Text to search for with the find tool" ++ * Space|SpaceTextEditor.font_size -> font_size: int "Font size to use for displaying the text" ++ * Space|SpaceTextEditor.replace_text -> replace_text: string "Text to replace selected text with using the replace tool" ++ * Space|SpaceTextEditor.show_line_numbers -> show_line_numbers: boolean "Show line numbers next to the text" ++ * Space|SpaceTextEditor.show_syntax_highlight -> show_syntax_highlight: boolean "Syntax highlight for scripting" ++ * Space|SpaceTextEditor.show_word_wrap -> show_word_wrap: boolean "Wrap words if there is not enough horizontal space" ++ * Space|SpaceTextEditor.tab_width -> tab_width: int "Number of spaces to display tabs with" ++ * Space|SpaceTextEditor.text -> text: pointer "Text displayed and edited in this space" ++ * Space|SpaceTextEditor.find_all -> use_find_all: boolean "Search in all text datablocks, instead of only the active one" ++ * Space|SpaceTextEditor.find_wrap -> use_find_wrap: boolean "Search again from the start of the file when reaching the end" ++ * Space|SpaceTextEditor.live_edit -> use_live_edit: boolean "Run python while editing" ++ * Space|SpaceTextEditor.overwrite -> use_overwrite: boolean "Overwrite characters when typing rather than inserting them" ++ * Space|SpaceTimeline.cache_cloth -> cache_cloth: boolean "Show the active objects cloth point cache" ++ * Space|SpaceTimeline.cache_particles -> cache_particles: boolean "Show the active objects particle point cache" ++ * Space|SpaceTimeline.cache_smoke -> cache_smoke: boolean "Show the active objects smoke cache" ++ * Space|SpaceTimeline.cache_softbody -> cache_softbody: boolean "Show the active objects softbody point cache" ++ * Space|SpaceTimeline.show_cache -> show_cache: boolean "Show the status of cached frames in the timeline" ++ * Space|SpaceTimeline.show_cframe_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" ++ * Space|SpaceTimeline.only_selected -> show_only_selected: boolean "Show keyframes for active Object and/or its selected channels only" ++ * Space|SpaceTimeline.play_all_3d -> use_play_3d_editors: boolean "NO DESCRIPTION" ++ * Space|SpaceTimeline.play_anim -> use_play_animation_editors: boolean "NO DESCRIPTION" ++ * Space|SpaceTimeline.play_image -> use_play_image_editors: boolean "NO DESCRIPTION" ++ * Space|SpaceTimeline.play_nodes -> use_play_node_editors: boolean "NO DESCRIPTION" ++ * Space|SpaceTimeline.play_buttons -> use_play_properties_editors: boolean "NO DESCRIPTION" ++ * Space|SpaceTimeline.play_sequencer -> use_play_sequence_editors: boolean "NO DESCRIPTION" ++ * Space|SpaceTimeline.play_top_left -> use_play_top_left_3d_editor: boolean "NO DESCRIPTION" ++ * Space|SpaceUserPreferences.filter -> filter_text: string "Search term for filtering in the UI" ++ * Space|SpaceView3D.background_images -> background_images: collection, "(read-only) List of background images" ++ * Space|SpaceView3D.camera -> camera: pointer "Active camera used in this view (when unlocked from the scenes active camera)" ++ * Space|SpaceView3D.clip_end -> clip_end: float "3D View far clipping distance" ++ * Space|SpaceView3D.clip_start -> clip_start: float "3D View near clipping distance" ++ * Space|SpaceView3D.current_orientation -> current_orientation: pointer, "(read-only) Current Transformation orientation" ++ * Space|SpaceView3D.cursor_location -> cursor_location: float "3D cursor location for this view (dependent on local view setting)" ++ * Space|SpaceView3D.grid_lines -> grid_lines: int "The number of grid lines to display in perspective view" ++ * Space|SpaceView3D.grid_spacing -> grid_spacing: float "The distance between 3D View grid lines" ++ * Space|SpaceView3D.grid_subdivisions -> grid_subdivisions: int "The number of subdivisions between grid lines" ++ * Space|SpaceView3D.layers -> layers: boolean "Layers visible in this 3D View" ++ * Space|SpaceView3D.used_layers -> layers_used: boolean, "(read-only) Layers that contain something" ++ * Space|SpaceView3D.lens -> lens: float "Lens angle (mm) in perspective view" ++ * Space|SpaceView3D.local_view -> local_view: pointer, "(read-only) Display an isolated sub-set of objects, apart from the scene visibility" ++ * Space|SpaceView3D.lock_bone -> lock_bone: string "3D View center is locked to this bones position" ++ * Space|SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean "Use the scenes active camera and layers in this view, rather than local layers" ++ * Space|SpaceView3D.lock_object -> lock_object: pointer "3D View center is locked to this objects position" ++ * Space|SpaceView3D.pivot_point -> pivot_point: enum "Pivot center for rotation/scaling" ++ * Space|SpaceView3D.region_3d -> region_3d: pointer, "(read-only) 3D region in this space, in case of quad view the camera region" ++ * Space|SpaceView3D.region_quadview -> region_quadview: pointer, "(read-only) 3D region that defines the quad view settings" ++ * Space|SpaceView3D.all_object_origins -> show_all_objects_origin: boolean "Show the object origin center dot for all (selected and unselected) objects" ++ * Space|SpaceView3D.display_x_axis -> show_axis_x: boolean "Show the X axis line in perspective view" ++ * Space|SpaceView3D.display_y_axis -> show_axis_y: boolean "Show the Y axis line in perspective view" ++ * Space|SpaceView3D.display_z_axis -> show_axis_z: boolean "Show the Z axis line in perspective view" ++ * Space|SpaceView3D.display_background_images -> show_background_images: boolean "Display reference images behind objects in the 3D View" ++ * Space|SpaceView3D.display_floor -> show_floor: boolean "Show the ground plane grid in perspective view" ++ * Space|SpaceView3D.display_render_override -> show_only_render: boolean "Display only objects which will be rendered" ++ * Space|SpaceView3D.outline_selected -> show_outline_selected: boolean "Show an outline highlight around selected objects in non-wireframe views" ++ * Space|SpaceView3D.relationship_lines -> show_relationship_lines: boolean "Show dashed lines indicating parent or constraint relationships" ++ * Space|SpaceView3D.textured_solid -> show_textured_solid: boolean "Display face-assigned textures in solid view" ++ * Space|SpaceView3D.transform_orientation -> transform_orientation: enum "Transformation orientation" ++ * Space|SpaceView3D.manipulator -> use_manipulator: boolean "Use a 3D manipulator widget for controlling transforms" ++ * Space|SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean "Use the manipulator for rotation transformations" ++ * Space|SpaceView3D.manipulator_scale -> use_manipulator_scale: boolean "Use the manipulator for scale transformations" ++ * Space|SpaceView3D.manipulator_translate -> use_manipulator_translate: boolean "Use the manipulator for movement transformations" ++ * Space|SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean "Limit selection to visible (clipped with depth buffer)" ++ * Space|SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean "Manipulate object centers only" ++ * Space|SpaceView3D.viewport_shading -> viewport_shade: enum "Method to display/shade objects in the 3D View" ++ * Spline.bezier_points -> bezier_points: collection, "(read-only) Collection of points for bezier curves only" ++ * Spline.character_index -> character_index: int, "(read-only) Location of this character in the text data (only for text curves)" ++ * Spline.hide -> hide: boolean "Hide this curve in editmode" ++ * Spline.material_index -> material_index: int "NO DESCRIPTION" ++ * Spline.order_u -> order_u: int "Nurbs order in the U direction (For splines and surfaces), Higher values let points influence a greater area" ++ * Spline.order_v -> order_v: int "Nurbs order in the V direction (For surfaces only), Higher values let points influence a greater area" ++ * Spline.point_count_u -> point_count_u: int, "(read-only) Total number points for the curve or surface in the U direction" ++ * Spline.point_count_v -> point_count_v: int, "(read-only) Total number points for the surface on the V direction" ++ * Spline.points -> points: collection, "(read-only) Collection of points that make up this poly or nurbs spline" ++ * Spline.radius_interpolation -> radius_interpolation: enum "The type of radius interpolation for Bezier curves" ++ * Spline.resolution_u -> resolution_u: int "Curve or Surface subdivisions per segment" ++ * Spline.resolution_v -> resolution_v: int "Surface subdivisions per segment" ++ * Spline.tilt_interpolation -> tilt_interpolation: enum "The type of tilt interpolation for 3D, Bezier curves" ++ * Spline.type -> type: enum "The interpolation type for this curve element" ++ * 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)" ++ * Spline.smooth -> use_smooth: boolean "Smooth the normals of the surface or beveled curve" ++ * SplinePoint.co -> co: float "Point coordinates" ++ * SplinePoint.hide -> hide: boolean "Visibility status" ++ * SplinePoint.radius -> radius: float, "(read-only) Radius for bevelling" ++ * SplinePoint.select -> select: boolean "Selection status" ++ * SplinePoint.tilt -> tilt: float "Tilt in 3D View" ++ * SplinePoint.weight -> weight: float "Nurbs weight" ++ * SplinePoint.weight_softbody -> weight_softbody: float "Softbody goal weight" ++ * Struct.base -> base: pointer, "(read-only) Struct definition this is derived from" ++ * Struct.description -> description: string, "(read-only) Description of the Structs purpose" ++ * Struct.functions -> functions: collection, "(read-only)" ++ * Struct.identifier -> identifier: string, "(read-only) Unique name used in the code and scripting" ++ * Struct.name -> name: string, "(read-only) Human readable name" + * Struct.name_property -> name_property: pointer, "(read-only) Property that gives the name of the struct" + * Struct.nested -> nested: pointer, "(read-only) Struct in which this struct is always nested, and to which it logically belongs" -Struct.properties -> properties: collection, "(read-only) Properties in the struct" -TexMapping.location -> location: float "NO DESCRIPTION" -TexMapping.maximum -> max: float "Maximum value for clipping" -TexMapping.minimum -> min: float "Minimum value for clipping" -TexMapping.rotation -> rotation: float "NO DESCRIPTION" -TexMapping.scale -> scale: float "NO DESCRIPTION" -TexMapping.has_maximum -> use_max: boolean "Whether to use maximum clipping value" -TexMapping.has_minimum -> use_min: boolean "Whether to use minimum clipping value" -TextBox.height -> height: float "NO DESCRIPTION" -TextBox.width -> width: float "NO DESCRIPTION" -TextBox.x -> x: float "NO DESCRIPTION" -TextBox.y -> y: float "NO DESCRIPTION" -TextCharacterFormat.bold -> use_bold: boolean "NO DESCRIPTION" -TextCharacterFormat.italic -> use_italic: boolean "NO DESCRIPTION" -TextCharacterFormat.use_small_caps -> use_small_caps: boolean "NO DESCRIPTION" -TextCharacterFormat.underline -> use_underline: boolean "NO DESCRIPTION" -TextLine.line -> line: string "Text in the line" -TextMarker.color -> color: float "Color to display the marker with" -TextMarker.end -> end: int, "(read-only) Start position of the marker in the line" -TextMarker.group -> group: int, "(read-only)" -TextMarker.temporary -> is_temporary: boolean, "(read-only) Marker is temporary" -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" -TextMarker.edit_all -> use_edit_all: boolean, "(read-only) Edit all markers of the same group as one" -TextureSlot.blend_type -> blend_type: enum "NO DESCRIPTION" -TextureSlot.color -> color: float "The default color for textures that dont return RGB" -TextureSlot.default_value -> default_value: float "Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard" -TextureSlot.negate -> invert: boolean "Inverts the values of the texture to reverse its effect" -TextureSlot.name -> name: string, "(read-only) Texture slot name" -TextureSlot.offset -> offset: float "Fine tunes texture mapping X, Y and Z locations" -TextureSlot.output_node -> output_node: enum "Which output node to use, for node-based textures" -TextureSlot.size -> size: float "Sets scaling for the textures X, Y and Z sizes" -TextureSlot.texture -> texture: pointer "Texture datablock used by this texture slot" -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" ++ * Struct.properties -> properties: collection, "(read-only) Properties in the struct" ++ * TexMapping.location -> location: float "NO DESCRIPTION" ++ * TexMapping.maximum -> max: float "Maximum value for clipping" ++ * TexMapping.minimum -> min: float "Minimum value for clipping" ++ * TexMapping.rotation -> rotation: float "NO DESCRIPTION" ++ * TexMapping.scale -> scale: float "NO DESCRIPTION" ++ * TexMapping.has_maximum -> use_max: boolean "Whether to use maximum clipping value" ++ * TexMapping.has_minimum -> use_min: boolean "Whether to use minimum clipping value" ++ * TextBox.height -> height: float "NO DESCRIPTION" ++ * TextBox.width -> width: float "NO DESCRIPTION" ++ * TextBox.x -> x: float "NO DESCRIPTION" ++ * TextBox.y -> y: float "NO DESCRIPTION" ++ * TextCharacterFormat.bold -> use_bold: boolean "NO DESCRIPTION" ++ * TextCharacterFormat.italic -> use_italic: boolean "NO DESCRIPTION" ++ * TextCharacterFormat.use_small_caps -> use_small_caps: boolean "NO DESCRIPTION" ++ * TextCharacterFormat.underline -> use_underline: boolean "NO DESCRIPTION" ++ * TextLine.body -> body: string "Text in the line" ++ * TextMarker.color -> color: float "Color to display the marker with" ++ * TextMarker.end -> character_index_end: int, "(read-only) Start position of the marker in the line" ++ * TextMarker.group -> group: int, "(read-only)" ++ * TextMarker.temporary -> is_temporary: boolean, "(read-only) Marker is temporary" ++ * TextMarker.line -> line: int, "(read-only) Line in which the marker is located" ++ * TextMarker.start -> character_index_start: int, "(read-only) Start position of the marker in the line" ++ * TextMarker.edit_all -> use_edit_all: boolean, "(read-only) Edit all markers of the same group as one" ++ * TextureSlot.blend_type -> blend_type: enum "NO DESCRIPTION" ++ * TextureSlot.color -> color: float "The default color for textures that dont return RGB" ++ * TextureSlot.default_value -> default_value: float "Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard" ++ * TextureSlot.negate -> invert: boolean "Inverts the values of the texture to reverse its effect" ++ * TextureSlot.name -> name: string, "(read-only) Texture slot name" ++ * TextureSlot.offset -> offset: float "Fine tunes texture mapping X, Y and Z locations" ++ * TextureSlot.output_node -> output_node: enum "Which output node to use, for node-based textures" ++ * TextureSlot.size -> scale: float "Sets scaling for the textures X, Y and Z sizes" ++ * TextureSlot.texture -> texture: pointer "Texture datablock used by this texture slot" ++ * 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" + * TextureSlot|BrushTextureSlot.angle -> angle: float "Defines brush texture rotation" + * TextureSlot|BrushTextureSlot.map_mode -> map_mode: enum "NO DESCRIPTION" -TextureSlot|LampTextureSlot.color_factor -> color_factor: float "Amount texture affects color values" -TextureSlot|LampTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates" -TextureSlot|LampTextureSlot.shadow_factor -> shadow_factor: float "Amount texture affects shadow" -TextureSlot|LampTextureSlot.texture_coordinates -> texture_coords: enum "NO DESCRIPTION" -TextureSlot|LampTextureSlot.map_color -> use_map_color: boolean "Lets the texture affect the basic color of the lamp" -TextureSlot|LampTextureSlot.map_shadow -> use_map_shadow: boolean "Lets the texture affect the shadow color of the lamp" -TextureSlot|MaterialTextureSlot.alpha_factor -> alpha_factor: float "Amount texture affects alpha" -TextureSlot|MaterialTextureSlot.ambient_factor -> ambient_factor: float "Amount texture affects ambient" -TextureSlot|MaterialTextureSlot.colordiff_factor -> colordiff_factor: float "Amount texture affects diffuse color" -TextureSlot|MaterialTextureSlot.coloremission_factor -> coloremission_factor: float "Amount texture affects emission color" -TextureSlot|MaterialTextureSlot.colorreflection_factor -> colorreflection_factor: float "Amount texture affects color of out-scattered light" -TextureSlot|MaterialTextureSlot.colorspec_factor -> colorspec_factor: float "Amount texture affects specular color" -TextureSlot|MaterialTextureSlot.colortransmission_factor -> colortransmission_factor: float "Amount texture affects result color after light has been scattered/absorbed" -TextureSlot|MaterialTextureSlot.density_factor -> density_factor: float "Amount texture affects density" -TextureSlot|MaterialTextureSlot.diffuse_factor -> diffuse_factor: float "Amount texture affects diffuse reflectivity" -TextureSlot|MaterialTextureSlot.displacement_factor -> displacement_factor: float "Amount texture displaces the surface" -TextureSlot|MaterialTextureSlot.emission_factor -> emission_factor: float "Amount texture affects emission" -TextureSlot|MaterialTextureSlot.emit_factor -> emit_factor: float "Amount texture affects emission" -TextureSlot|MaterialTextureSlot.hardness_factor -> hard_factor: float "Amount texture affects hardness" -TextureSlot|MaterialTextureSlot.mapping -> mapping: enum "NO DESCRIPTION" -TextureSlot|MaterialTextureSlot.mirror_factor -> mirror_factor: float "Amount texture affects mirror color" -TextureSlot|MaterialTextureSlot.normal_factor -> normal_factor: float "Amount texture affects normal values" -TextureSlot|MaterialTextureSlot.normal_map_space -> normal_map_space: enum "NO DESCRIPTION" -TextureSlot|MaterialTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates" -TextureSlot|MaterialTextureSlot.raymir_factor -> raymir_factor: float "Amount texture affects ray mirror" -TextureSlot|MaterialTextureSlot.reflection_factor -> reflection_factor: float "Amount texture affects brightness of out-scattered light" -TextureSlot|MaterialTextureSlot.scattering_factor -> scattering_factor: float "Amount texture affects scattering" -TextureSlot|MaterialTextureSlot.specular_factor -> specular_factor: float "Amount texture affects specular reflectivity" -TextureSlot|MaterialTextureSlot.texture_coordinates -> texture_coords: enum "NO DESCRIPTION" -TextureSlot|MaterialTextureSlot.translucency_factor -> translucency_factor: float "Amount texture affects translucency" -TextureSlot|MaterialTextureSlot.enabled -> use: boolean "Enable this material texture slot" -TextureSlot|MaterialTextureSlot.from_dupli -> use_from_dupli: boolean "Duplis instanced from verts, faces or particles, inherit texture coordinate from their parent" -TextureSlot|MaterialTextureSlot.from_original -> use_from_original: boolean "Duplis derive their object coordinates from the original objects transformation" -TextureSlot|MaterialTextureSlot.map_alpha -> use_map_alpha: boolean "Causes the texture to affect the alpha value" -TextureSlot|MaterialTextureSlot.map_ambient -> use_map_ambient: boolean "Causes the texture to affect the value of ambient" -TextureSlot|MaterialTextureSlot.map_colordiff -> use_map_colordiff: boolean "Causes the texture to affect basic color of the material" -TextureSlot|MaterialTextureSlot.map_coloremission -> use_map_coloremission: boolean "Causes the texture to affect the color of emission" -TextureSlot|MaterialTextureSlot.map_colorreflection -> use_map_colorreflection: boolean "Causes the texture to affect the color of scattered light" -TextureSlot|MaterialTextureSlot.map_colorspec -> use_map_colorspec: boolean "Causes the texture to affect the specularity color" -TextureSlot|MaterialTextureSlot.map_colortransmission -> use_map_colortransmission: boolean "Causes the texture to affect the result color after other light has been scattered/absorbed" -TextureSlot|MaterialTextureSlot.map_density -> use_map_density: boolean "Causes the texture to affect the volumes density" -TextureSlot|MaterialTextureSlot.map_diffuse -> use_map_diffuse: boolean "Causes the texture to affect the value of the materials diffuse reflectivity" -TextureSlot|MaterialTextureSlot.map_displacement -> use_map_displacement: boolean "Let the texture displace the surface" -TextureSlot|MaterialTextureSlot.map_emission -> use_map_emission: boolean "Causes the texture to affect the volumes emission" -TextureSlot|MaterialTextureSlot.map_emit -> use_map_emit: boolean "Causes the texture to affect the emit value" -TextureSlot|MaterialTextureSlot.map_hardness -> use_map_hardness: boolean "Causes the texture to affect the hardness value" -TextureSlot|MaterialTextureSlot.map_mirror -> use_map_mirror: boolean "Causes the texture to affect the mirror color" -TextureSlot|MaterialTextureSlot.map_normal -> use_map_normal: boolean "Causes the texture to affect the rendered normal" -TextureSlot|MaterialTextureSlot.map_raymir -> use_map_raymir: boolean "Causes the texture to affect the ray-mirror value" -TextureSlot|MaterialTextureSlot.map_reflection -> use_map_reflect: boolean "Causes the texture to affect the reflected lights brightness" -TextureSlot|MaterialTextureSlot.map_scattering -> use_map_scatter: boolean "Causes the texture to affect the volumes scattering" -TextureSlot|MaterialTextureSlot.map_specular -> use_map_specular: boolean "Causes the texture to affect the value of specular reflectivity" -TextureSlot|MaterialTextureSlot.map_translucency -> use_map_translucency: boolean "Causes the texture to affect the translucency value" -TextureSlot|MaterialTextureSlot.map_warp -> use_map_warp: boolean "Let the texture warp texture coordinates of next channels" -TextureSlot|MaterialTextureSlot.new_bump -> use_new_bump: boolean "Use new, corrected bump mapping code (backwards compatibility option)" -TextureSlot|MaterialTextureSlot.uv_layer -> uv_layer: string "UV layer to use for mapping with UV texture coordinates" -TextureSlot|MaterialTextureSlot.warp_factor -> warp_factor: float "Amount texture affects texture coordinates of next channels" -TextureSlot|MaterialTextureSlot.x_mapping -> x_mapping: enum "NO DESCRIPTION" -TextureSlot|MaterialTextureSlot.y_mapping -> y_mapping: enum "NO DESCRIPTION" -TextureSlot|MaterialTextureSlot.z_mapping -> z_mapping: enum "NO DESCRIPTION" -TextureSlot|WorldTextureSlot.blend_factor -> blend_factor: float "Amount texture affects color progression of the background" -TextureSlot|WorldTextureSlot.horizon_factor -> horizon_factor: float "Amount texture affects color of the horizon" -TextureSlot|WorldTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates" -TextureSlot|WorldTextureSlot.texture_coordinates -> texture_coords: enum "Texture coordinates used to map the texture onto the background" -TextureSlot|WorldTextureSlot.map_blend -> use_map_blend: boolean "Affect the color progression of the background" -TextureSlot|WorldTextureSlot.map_horizon -> use_map_horizon: boolean "Affect the color of the horizon" -TextureSlot|WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean "Affect the color of the zenith below" -TextureSlot|WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean "Affect the color of the zenith above" -TextureSlot|WorldTextureSlot.zenith_down_factor -> zenith_down_factor: float "Amount texture affects color of the zenith below" -TextureSlot|WorldTextureSlot.zenith_up_factor -> zenith_up_factor: float "Amount texture affects color of the zenith above" -Theme.bone_color_sets -> bone_color_sets: collection, "(read-only)" ++ * TextureSlot|LampTextureSlot.color_factor -> color_factor: float "Amount texture affects color values" ++ * TextureSlot|LampTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates" ++ * TextureSlot|LampTextureSlot.shadow_factor -> shadow_factor: float "Amount texture affects shadow" ++ * TextureSlot|LampTextureSlot.texture_coordinates -> texture_coords: enum "NO DESCRIPTION" ++ * TextureSlot|LampTextureSlot.map_color -> use_map_color: boolean "Lets the texture affect the basic color of the lamp" ++ * TextureSlot|LampTextureSlot.map_shadow -> use_map_shadow: boolean "Lets the texture affect the shadow color of the lamp" ++ * TextureSlot|MaterialTextureSlot.alpha_factor -> alpha_factor: float "Amount texture affects alpha" ++ * TextureSlot|MaterialTextureSlot.ambient_factor -> ambient_factor: float "Amount texture affects ambient" ++ * TextureSlot|MaterialTextureSlot.colordiff_factor -> diffuse_color_factor: float "Amount texture affects diffuse color" ++ * TextureSlot|MaterialTextureSlot.coloremission_factor -> color_emission_factor: float "Amount texture affects emission color" ++ * TextureSlot|MaterialTextureSlot.colorreflection_factor -> reflection_color_factor: float "Amount texture affects color of out-scattered light" ++ * TextureSlot|MaterialTextureSlot.colorspec_factor -> specular_color_factor: float "Amount texture affects specular color" ++ * TextureSlot|MaterialTextureSlot.colortransmission_factor -> transmission_color_factor: float "Amount texture affects result color after light has been scattered/absorbed" ++ * TextureSlot|MaterialTextureSlot.density_factor -> density_factor: float "Amount texture affects density" ++ * TextureSlot|MaterialTextureSlot.diffuse_factor -> diffuse_factor: float "Amount texture affects diffuse reflectivity" ++ * TextureSlot|MaterialTextureSlot.displacement_factor -> displacement_factor: float "Amount texture displaces the surface" ++ * TextureSlot|MaterialTextureSlot.emission_factor -> emission_factor: float "Amount texture affects emission" ++ * TextureSlot|MaterialTextureSlot.emit_factor -> emit_factor: float "Amount texture affects emission" ++ * TextureSlot|MaterialTextureSlot.hardness_factor -> hard_factor: float "Amount texture affects hardness" ++ * TextureSlot|MaterialTextureSlot.mapping -> mapping: enum "NO DESCRIPTION" ++ * TextureSlot|MaterialTextureSlot.mirror_factor -> mirror_factor: float "Amount texture affects mirror color" ++ * TextureSlot|MaterialTextureSlot.normal_factor -> normal_factor: float "Amount texture affects normal values" ++ * TextureSlot|MaterialTextureSlot.normal_map_space -> normal_map_space: enum "NO DESCRIPTION" ++ * TextureSlot|MaterialTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates" ++ * TextureSlot|MaterialTextureSlot.raymir_factor -> raymir_factor: float "Amount texture affects ray mirror" ++ * TextureSlot|MaterialTextureSlot.reflection_factor -> reflection_factor: float "Amount texture affects brightness of out-scattered light" ++ * TextureSlot|MaterialTextureSlot.scattering_factor -> scattering_factor: float "Amount texture affects scattering" ++ * TextureSlot|MaterialTextureSlot.specular_factor -> specular_factor: float "Amount texture affects specular reflectivity" ++ * TextureSlot|MaterialTextureSlot.texture_coordinates -> texture_coords: enum "NO DESCRIPTION" ++ * TextureSlot|MaterialTextureSlot.translucency_factor -> translucency_factor: float "Amount texture affects translucency" ++ * TextureSlot|MaterialTextureSlot.enabled -> use: boolean "Enable this material texture slot" ++ * TextureSlot|MaterialTextureSlot.from_dupli -> use_from_dupli: boolean "Duplis instanced from verts, faces or particles, inherit texture coordinate from their parent" ++ * TextureSlot|MaterialTextureSlot.from_original -> use_from_original: boolean "Duplis derive their object coordinates from the original objects transformation" ++ * TextureSlot|MaterialTextureSlot.map_alpha -> use_map_alpha: boolean "Causes the texture to affect the alpha value" ++ * TextureSlot|MaterialTextureSlot.map_ambient -> use_map_ambient: boolean "Causes the texture to affect the value of ambient" ++ * TextureSlot|MaterialTextureSlot.map_colordiff -> use_map_color_diff: boolean "Causes the texture to affect basic color of the material" ++ * TextureSlot|MaterialTextureSlot.map_coloremission -> use_map_color_emission: boolean "Causes the texture to affect the color of emission" ++ * TextureSlot|MaterialTextureSlot.map_colorreflection -> use_map_color_reflection: boolean "Causes the texture to affect the color of scattered light" ++ * TextureSlot|MaterialTextureSlot.map_colorspec -> use_map_color_spec: boolean "Causes the texture to affect the specularity color" ++ * TextureSlot|MaterialTextureSlot.map_colortransmission -> use_map_color_transmission: boolean "Causes the texture to affect the result color after other light has been scattered/absorbed" ++ * TextureSlot|MaterialTextureSlot.map_density -> use_map_density: boolean "Causes the texture to affect the volumes density" ++ * TextureSlot|MaterialTextureSlot.map_diffuse -> use_map_diffuse: boolean "Causes the texture to affect the value of the materials diffuse reflectivity" ++ * TextureSlot|MaterialTextureSlot.map_displacement -> use_map_displacement: boolean "Let the texture displace the surface" ++ * TextureSlot|MaterialTextureSlot.map_emission -> use_map_emission: boolean "Causes the texture to affect the volumes emission" ++ * TextureSlot|MaterialTextureSlot.map_emit -> use_map_emit: boolean "Causes the texture to affect the emit value" ++ * TextureSlot|MaterialTextureSlot.map_hardness -> use_map_hardness: boolean "Causes the texture to affect the hardness value" ++ * TextureSlot|MaterialTextureSlot.map_mirror -> use_map_mirror: boolean "Causes the texture to affect the mirror color" ++ * TextureSlot|MaterialTextureSlot.map_normal -> use_map_normal: boolean "Causes the texture to affect the rendered normal" ++ * TextureSlot|MaterialTextureSlot.map_raymir -> use_map_raymir: boolean "Causes the texture to affect the ray-mirror value" ++ * TextureSlot|MaterialTextureSlot.map_reflection -> use_map_reflect: boolean "Causes the texture to affect the reflected lights brightness" ++ * TextureSlot|MaterialTextureSlot.map_scattering -> use_map_scatter: boolean "Causes the texture to affect the volumes scattering" ++ * TextureSlot|MaterialTextureSlot.map_specular -> use_map_specular: boolean "Causes the texture to affect the value of specular reflectivity" ++ * TextureSlot|MaterialTextureSlot.map_translucency -> use_map_translucency: boolean "Causes the texture to affect the translucency value" ++ * TextureSlot|MaterialTextureSlot.map_warp -> use_map_warp: boolean "Let the texture warp texture coordinates of next channels" ++NEGATE * TextureSlot|MaterialTextureSlot.new_bump -> use_old_bump: boolean "Use new, corrected bump mapping code (backwards compatibility option)" ++ * TextureSlot|MaterialTextureSlot.uv_layer -> uv_layer: string "UV layer to use for mapping with UV texture coordinates" ++ * TextureSlot|MaterialTextureSlot.warp_factor -> warp_factor: float "Amount texture affects texture coordinates of next channels" ++ * TextureSlot|MaterialTextureSlot.x_mapping -> mapping_x: enum "NO DESCRIPTION" ++ * TextureSlot|MaterialTextureSlot.y_mapping -> mapping_y: enum "NO DESCRIPTION" ++ * TextureSlot|MaterialTextureSlot.z_mapping -> mapping_z: enum "NO DESCRIPTION" ++ * TextureSlot|WorldTextureSlot.blend_factor -> blend_factor: float "Amount texture affects color progression of the background" ++ * TextureSlot|WorldTextureSlot.horizon_factor -> horizon_factor: float "Amount texture affects color of the horizon" ++ * TextureSlot|WorldTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates" ++ * TextureSlot|WorldTextureSlot.texture_coordinates -> texture_coords: enum "Texture coordinates used to map the texture onto the background" ++ * TextureSlot|WorldTextureSlot.map_blend -> use_map_blend: boolean "Affect the color progression of the background" ++ * TextureSlot|WorldTextureSlot.map_horizon -> use_map_horizon: boolean "Affect the color of the horizon" ++ * TextureSlot|WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean "Affect the color of the zenith below" ++ * TextureSlot|WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean "Affect the color of the zenith above" ++ * TextureSlot|WorldTextureSlot.zenith_down_factor -> zenith_down_factor: float "Amount texture affects color of the zenith below" ++ * TextureSlot|WorldTextureSlot.zenith_up_factor -> zenith_up_factor: float "Amount texture affects color of the zenith above" ++ * Theme.bone_color_sets -> bone_color_sets: collection, "(read-only)" + * Theme.console -> console: pointer, "(read-only)" + * Theme.dopesheet_editor -> dopesheet_editor: pointer, "(read-only)" + * Theme.file_browser -> file_browser: pointer, "(read-only)" @@ -3935,320 +3935,320 @@ Theme.bone_color_sets -> bone_color_sets: collection, "(read-only)" + * Theme.image_editor -> image_editor: pointer, "(read-only)" + * Theme.info -> info: pointer, "(read-only)" + * Theme.logic_editor -> logic_editor: pointer, "(read-only)" -Theme.name -> name: string "Name of the theme" ++ * Theme.name -> name: string "Name of the theme" + * Theme.nla_editor -> nla_editor: pointer, "(read-only)" + * Theme.node_editor -> node_editor: pointer, "(read-only)" + * Theme.outliner -> outliner: pointer, "(read-only)" + * Theme.properties -> properties: pointer, "(read-only)" + * Theme.sequence_editor -> sequence_editor: pointer, "(read-only)" + * Theme.text_editor -> text_editor: pointer, "(read-only)" -Theme.theme_area -> theme_area: enum "NO DESCRIPTION" ++ * Theme.theme_area -> theme_area: enum "NO DESCRIPTION" + * Theme.timeline -> timeline: pointer, "(read-only)" + * Theme.user_interface -> user_interface: pointer, "(read-only)" + * Theme.user_preferences -> user_preferences: pointer, "(read-only)" + * Theme.view_3d -> view_3d: pointer, "(read-only)" -ThemeAudioWindow.back -> back: float "NO DESCRIPTION" -ThemeAudioWindow.button -> button: float "NO DESCRIPTION" -ThemeAudioWindow.button_text -> button_text: float "NO DESCRIPTION" -ThemeAudioWindow.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeAudioWindow.button_title -> button_title: float "NO DESCRIPTION" -ThemeAudioWindow.frame_current -> frame_current: float "NO DESCRIPTION" -ThemeAudioWindow.grid -> grid: float "NO DESCRIPTION" -ThemeAudioWindow.header -> header: float "NO DESCRIPTION" -ThemeAudioWindow.header_text -> header_text: float "NO DESCRIPTION" -ThemeAudioWindow.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeAudioWindow.text -> text: float "NO DESCRIPTION" -ThemeAudioWindow.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeAudioWindow.title -> title: float "NO DESCRIPTION" -ThemeAudioWindow.window_sliders -> window_sliders: float "NO DESCRIPTION" -ThemeBoneColorSet.active -> active: float "Color used for active bones" -ThemeBoneColorSet.normal -> normal: float "Color used for the surface of bones" -ThemeBoneColorSet.select -> select: float "Color used for selected bones" -ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean "Allow the use of colors indicating constraints/keyed status" -ThemeConsole.back -> back: float "NO DESCRIPTION" -ThemeConsole.button -> button: float "NO DESCRIPTION" -ThemeConsole.button_text -> button_text: float "NO DESCRIPTION" -ThemeConsole.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeConsole.button_title -> button_title: float "NO DESCRIPTION" -ThemeConsole.cursor -> cursor: float "NO DESCRIPTION" -ThemeConsole.header -> header: float "NO DESCRIPTION" -ThemeConsole.header_text -> header_text: float "NO DESCRIPTION" -ThemeConsole.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeConsole.line_error -> line_error: float "NO DESCRIPTION" -ThemeConsole.line_info -> line_info: float "NO DESCRIPTION" -ThemeConsole.line_input -> line_input: float "NO DESCRIPTION" -ThemeConsole.line_output -> line_output: float "NO DESCRIPTION" -ThemeConsole.text -> text: float "NO DESCRIPTION" -ThemeConsole.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeConsole.title -> title: float "NO DESCRIPTION" -ThemeDopeSheet.active_channels_group -> active_channels_group: float "NO DESCRIPTION" -ThemeDopeSheet.back -> back: float "NO DESCRIPTION" -ThemeDopeSheet.button -> button: float "NO DESCRIPTION" -ThemeDopeSheet.button_text -> button_text: float "NO DESCRIPTION" -ThemeDopeSheet.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeDopeSheet.button_title -> button_title: float "NO DESCRIPTION" -ThemeDopeSheet.channel_group -> channel_group: float "NO DESCRIPTION" -ThemeDopeSheet.channels -> channels: float "NO DESCRIPTION" -ThemeDopeSheet.channels_selected -> channels_selected: float "NO DESCRIPTION" -ThemeDopeSheet.dopesheet_channel -> dopesheet_channel: float "NO DESCRIPTION" -ThemeDopeSheet.dopesheet_subchannel -> dopesheet_subchannel: float "NO DESCRIPTION" -ThemeDopeSheet.frame_current -> frame_current: float "NO DESCRIPTION" -ThemeDopeSheet.grid -> grid: float "NO DESCRIPTION" -ThemeDopeSheet.header -> header: float "NO DESCRIPTION" -ThemeDopeSheet.header_text -> header_text: float "NO DESCRIPTION" -ThemeDopeSheet.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeDopeSheet.list -> list: float "NO DESCRIPTION" -ThemeDopeSheet.list_text -> list_text: float "NO DESCRIPTION" -ThemeDopeSheet.list_text_hi -> list_text_hi: float "NO DESCRIPTION" -ThemeDopeSheet.list_title -> list_title: float "NO DESCRIPTION" -ThemeDopeSheet.long_key -> long_key: float "NO DESCRIPTION" -ThemeDopeSheet.long_key_selected -> long_key_selected: float "NO DESCRIPTION" -ThemeDopeSheet.text -> text: float "NO DESCRIPTION" -ThemeDopeSheet.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeDopeSheet.title -> title: float "NO DESCRIPTION" -ThemeDopeSheet.value_sliders -> value_sliders: float "NO DESCRIPTION" -ThemeDopeSheet.view_sliders -> view_sliders: float "NO DESCRIPTION" -ThemeFileBrowser.active_file -> active_file: float "NO DESCRIPTION" -ThemeFileBrowser.active_file_text -> active_file_text: float "NO DESCRIPTION" -ThemeFileBrowser.back -> back: float "NO DESCRIPTION" -ThemeFileBrowser.button -> button: float "NO DESCRIPTION" -ThemeFileBrowser.button_text -> button_text: float "NO DESCRIPTION" -ThemeFileBrowser.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeFileBrowser.button_title -> button_title: float "NO DESCRIPTION" -ThemeFileBrowser.header -> header: float "NO DESCRIPTION" -ThemeFileBrowser.header_text -> header_text: float "NO DESCRIPTION" -ThemeFileBrowser.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeFileBrowser.list -> list: float "NO DESCRIPTION" -ThemeFileBrowser.list_text -> list_text: float "NO DESCRIPTION" -ThemeFileBrowser.list_text_hi -> list_text_hi: float "NO DESCRIPTION" -ThemeFileBrowser.list_title -> list_title: float "NO DESCRIPTION" -ThemeFileBrowser.scroll_handle -> scroll_handle: float "NO DESCRIPTION" -ThemeFileBrowser.scrollbar -> scrollbar: float "NO DESCRIPTION" -ThemeFileBrowser.selected_file -> selected_file: float "NO DESCRIPTION" -ThemeFileBrowser.text -> text: float "NO DESCRIPTION" -ThemeFileBrowser.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeFileBrowser.tiles -> tiles: float "NO DESCRIPTION" -ThemeFileBrowser.title -> title: float "NO DESCRIPTION" -ThemeFontStyle.font_kerning_style -> font_kerning_style: enum "Which style to use for font kerning" -ThemeFontStyle.points -> points: int "NO DESCRIPTION" -ThemeFontStyle.shadow -> shadow: int "Shadow size in pixels (0, 3 and 5 supported)" -ThemeFontStyle.shadx -> shadow_offset_x: int "Shadow offset in pixels" -ThemeFontStyle.shady -> shadow_offset_y: int "Shadow offset in pixels" -ThemeFontStyle.shadowalpha -> shadowalpha: float "NO DESCRIPTION" -ThemeFontStyle.shadowcolor -> shadowcolor: float "Shadow color in grey value" -ThemeGraphEditor.active_channels_group -> active_channels_group: float "NO DESCRIPTION" -ThemeGraphEditor.back -> back: float "NO DESCRIPTION" -ThemeGraphEditor.button -> button: float "NO DESCRIPTION" -ThemeGraphEditor.button_text -> button_text: float "NO DESCRIPTION" -ThemeGraphEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeGraphEditor.button_title -> button_title: float "NO DESCRIPTION" -ThemeGraphEditor.channel_group -> channel_group: float "NO DESCRIPTION" -ThemeGraphEditor.channels_region -> channels_region: float "NO DESCRIPTION" -ThemeGraphEditor.dopesheet_channel -> dopesheet_channel: float "NO DESCRIPTION" -ThemeGraphEditor.dopesheet_subchannel -> dopesheet_subchannel: float "NO DESCRIPTION" -ThemeGraphEditor.frame_current -> frame_current: float "NO DESCRIPTION" -ThemeGraphEditor.grid -> grid: float "NO DESCRIPTION" -ThemeGraphEditor.handle_align -> handle_align: float "NO DESCRIPTION" -ThemeGraphEditor.handle_auto -> handle_auto: float "NO DESCRIPTION" -ThemeGraphEditor.handle_free -> handle_free: float "NO DESCRIPTION" -ThemeGraphEditor.handle_sel_align -> handle_sel_align: float "NO DESCRIPTION" -ThemeGraphEditor.handle_sel_auto -> handle_sel_auto: float "NO DESCRIPTION" -ThemeGraphEditor.handle_sel_free -> handle_sel_free: float "NO DESCRIPTION" -ThemeGraphEditor.handle_sel_vect -> handle_sel_vect: float "NO DESCRIPTION" -ThemeGraphEditor.handle_vect -> handle_vect: float "NO DESCRIPTION" -ThemeGraphEditor.handle_vertex -> handle_vertex: float "NO DESCRIPTION" -ThemeGraphEditor.handle_vertex_select -> handle_vertex_select: float "NO DESCRIPTION" -ThemeGraphEditor.handle_vertex_size -> handle_vertex_size: int "NO DESCRIPTION" -ThemeGraphEditor.header -> header: float "NO DESCRIPTION" -ThemeGraphEditor.header_text -> header_text: float "NO DESCRIPTION" -ThemeGraphEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeGraphEditor.lastsel_point -> lastsel_point: float "NO DESCRIPTION" -ThemeGraphEditor.list -> list: float "NO DESCRIPTION" -ThemeGraphEditor.list_text -> list_text: float "NO DESCRIPTION" -ThemeGraphEditor.list_text_hi -> list_text_hi: float "NO DESCRIPTION" -ThemeGraphEditor.list_title -> list_title: float "NO DESCRIPTION" -ThemeGraphEditor.panel -> panel: float "NO DESCRIPTION" -ThemeGraphEditor.text -> text: float "NO DESCRIPTION" -ThemeGraphEditor.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeGraphEditor.title -> title: float "NO DESCRIPTION" -ThemeGraphEditor.vertex -> vertex: float "NO DESCRIPTION" -ThemeGraphEditor.vertex_select -> vertex_select: float "NO DESCRIPTION" -ThemeGraphEditor.vertex_size -> vertex_size: int "NO DESCRIPTION" -ThemeGraphEditor.window_sliders -> window_sliders: float "NO DESCRIPTION" -ThemeImageEditor.back -> back: float "NO DESCRIPTION" -ThemeImageEditor.button -> button: float "NO DESCRIPTION" -ThemeImageEditor.button_text -> button_text: float "NO DESCRIPTION" -ThemeImageEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeImageEditor.button_title -> button_title: float "NO DESCRIPTION" -ThemeImageEditor.editmesh_active -> editmesh_active: float "NO DESCRIPTION" -ThemeImageEditor.face -> face: float "NO DESCRIPTION" -ThemeImageEditor.face_dot -> face_dot: float "NO DESCRIPTION" -ThemeImageEditor.face_select -> face_select: float "NO DESCRIPTION" -ThemeImageEditor.facedot_size -> facedot_size: int "NO DESCRIPTION" -ThemeImageEditor.header -> header: float "NO DESCRIPTION" -ThemeImageEditor.header_text -> header_text: float "NO DESCRIPTION" -ThemeImageEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeImageEditor.scope_back -> scope_back: float "NO DESCRIPTION" -ThemeImageEditor.text -> text: float "NO DESCRIPTION" -ThemeImageEditor.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeImageEditor.title -> title: float "NO DESCRIPTION" -ThemeImageEditor.vertex -> vertex: float "NO DESCRIPTION" -ThemeImageEditor.vertex_select -> vertex_select: float "NO DESCRIPTION" -ThemeImageEditor.vertex_size -> vertex_size: int "NO DESCRIPTION" -ThemeInfo.back -> back: float "NO DESCRIPTION" -ThemeInfo.button -> button: float "NO DESCRIPTION" -ThemeInfo.button_text -> button_text: float "NO DESCRIPTION" -ThemeInfo.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeInfo.button_title -> button_title: float "NO DESCRIPTION" -ThemeInfo.header -> header: float "NO DESCRIPTION" -ThemeInfo.header_text -> header_text: float "NO DESCRIPTION" -ThemeInfo.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeInfo.text -> text: float "NO DESCRIPTION" -ThemeInfo.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeInfo.title -> title: float "NO DESCRIPTION" -ThemeLogicEditor.back -> back: float "NO DESCRIPTION" -ThemeLogicEditor.button -> button: float "NO DESCRIPTION" -ThemeLogicEditor.button_text -> button_text: float "NO DESCRIPTION" -ThemeLogicEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeLogicEditor.button_title -> button_title: float "NO DESCRIPTION" -ThemeLogicEditor.header -> header: float "NO DESCRIPTION" -ThemeLogicEditor.header_text -> header_text: float "NO DESCRIPTION" -ThemeLogicEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeLogicEditor.panel -> panel: float "NO DESCRIPTION" -ThemeLogicEditor.text -> text: float "NO DESCRIPTION" -ThemeLogicEditor.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeLogicEditor.title -> title: float "NO DESCRIPTION" -ThemeNLAEditor.back -> back: float "NO DESCRIPTION" -ThemeNLAEditor.bars -> bars: float "NO DESCRIPTION" -ThemeNLAEditor.bars_selected -> bars_selected: float "NO DESCRIPTION" -ThemeNLAEditor.button -> button: float "NO DESCRIPTION" -ThemeNLAEditor.button_text -> button_text: float "NO DESCRIPTION" -ThemeNLAEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeNLAEditor.button_title -> button_title: float "NO DESCRIPTION" -ThemeNLAEditor.frame_current -> frame_current: float "NO DESCRIPTION" -ThemeNLAEditor.grid -> grid: float "NO DESCRIPTION" -ThemeNLAEditor.header -> header: float "NO DESCRIPTION" -ThemeNLAEditor.header_text -> header_text: float "NO DESCRIPTION" -ThemeNLAEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeNLAEditor.list -> list: float "NO DESCRIPTION" -ThemeNLAEditor.list_text -> list_text: float "NO DESCRIPTION" -ThemeNLAEditor.list_text_hi -> list_text_hi: float "NO DESCRIPTION" -ThemeNLAEditor.list_title -> list_title: float "NO DESCRIPTION" -ThemeNLAEditor.strips -> strips: float "NO DESCRIPTION" -ThemeNLAEditor.strips_selected -> strips_selected: float "NO DESCRIPTION" -ThemeNLAEditor.text -> text: float "NO DESCRIPTION" -ThemeNLAEditor.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeNLAEditor.title -> title: float "NO DESCRIPTION" -ThemeNLAEditor.view_sliders -> view_sliders: float "NO DESCRIPTION" -ThemeNodeEditor.back -> back: float "NO DESCRIPTION" -ThemeNodeEditor.button -> button: float "NO DESCRIPTION" -ThemeNodeEditor.button_text -> button_text: float "NO DESCRIPTION" -ThemeNodeEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeNodeEditor.button_title -> button_title: float "NO DESCRIPTION" -ThemeNodeEditor.converter_node -> converter_node: float "NO DESCRIPTION" -ThemeNodeEditor.group_node -> group_node: float "NO DESCRIPTION" -ThemeNodeEditor.header -> header: float "NO DESCRIPTION" -ThemeNodeEditor.header_text -> header_text: float "NO DESCRIPTION" -ThemeNodeEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeNodeEditor.in_out_node -> in_out_node: float "NO DESCRIPTION" -ThemeNodeEditor.list -> list: float "NO DESCRIPTION" -ThemeNodeEditor.list_text -> list_text: float "NO DESCRIPTION" -ThemeNodeEditor.list_text_hi -> list_text_hi: float "NO DESCRIPTION" -ThemeNodeEditor.list_title -> list_title: float "NO DESCRIPTION" -ThemeNodeEditor.node_backdrop -> node_backdrop: float "NO DESCRIPTION" -ThemeNodeEditor.operator_node -> operator_node: float "NO DESCRIPTION" -ThemeNodeEditor.selected_text -> selected_text: float "NO DESCRIPTION" -ThemeNodeEditor.text -> text: float "NO DESCRIPTION" -ThemeNodeEditor.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeNodeEditor.title -> title: float "NO DESCRIPTION" -ThemeNodeEditor.wire_select -> wire_select: float "NO DESCRIPTION" -ThemeNodeEditor.wires -> wires: float "NO DESCRIPTION" -ThemeOutliner.back -> back: float "NO DESCRIPTION" -ThemeOutliner.button -> button: float "NO DESCRIPTION" -ThemeOutliner.button_text -> button_text: float "NO DESCRIPTION" -ThemeOutliner.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeOutliner.button_title -> button_title: float "NO DESCRIPTION" -ThemeOutliner.header -> header: float "NO DESCRIPTION" -ThemeOutliner.header_text -> header_text: float "NO DESCRIPTION" -ThemeOutliner.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeOutliner.text -> text: float "NO DESCRIPTION" -ThemeOutliner.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeOutliner.title -> title: float "NO DESCRIPTION" -ThemeProperties.back -> back: float "NO DESCRIPTION" -ThemeProperties.button -> button: float "NO DESCRIPTION" -ThemeProperties.button_text -> button_text: float "NO DESCRIPTION" -ThemeProperties.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeProperties.button_title -> button_title: float "NO DESCRIPTION" -ThemeProperties.header -> header: float "NO DESCRIPTION" -ThemeProperties.header_text -> header_text: float "NO DESCRIPTION" -ThemeProperties.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeProperties.panel -> panel: float "NO DESCRIPTION" -ThemeProperties.text -> text: float "NO DESCRIPTION" -ThemeProperties.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeProperties.title -> title: float "NO DESCRIPTION" -ThemeSequenceEditor.audio_strip -> audio_strip: float "NO DESCRIPTION" -ThemeSequenceEditor.back -> back: float "NO DESCRIPTION" -ThemeSequenceEditor.button -> button: float "NO DESCRIPTION" -ThemeSequenceEditor.button_text -> button_text: float "NO DESCRIPTION" -ThemeSequenceEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeSequenceEditor.button_title -> button_title: float "NO DESCRIPTION" -ThemeSequenceEditor.draw_action -> draw_action: float "NO DESCRIPTION" -ThemeSequenceEditor.effect_strip -> effect_strip: float "NO DESCRIPTION" -ThemeSequenceEditor.frame_current -> frame_current: float "NO DESCRIPTION" -ThemeSequenceEditor.grid -> grid: float "NO DESCRIPTION" -ThemeSequenceEditor.header -> header: float "NO DESCRIPTION" -ThemeSequenceEditor.header_text -> header_text: float "NO DESCRIPTION" -ThemeSequenceEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeSequenceEditor.image_strip -> image_strip: float "NO DESCRIPTION" -ThemeSequenceEditor.keyframe -> keyframe: float "NO DESCRIPTION" -ThemeSequenceEditor.meta_strip -> meta_strip: float "NO DESCRIPTION" -ThemeSequenceEditor.movie_strip -> movie_strip: float "NO DESCRIPTION" -ThemeSequenceEditor.plugin_strip -> plugin_strip: float "NO DESCRIPTION" -ThemeSequenceEditor.scene_strip -> scene_strip: float "NO DESCRIPTION" -ThemeSequenceEditor.text -> text: float "NO DESCRIPTION" -ThemeSequenceEditor.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeSequenceEditor.title -> title: float "NO DESCRIPTION" -ThemeSequenceEditor.transition_strip -> transition_strip: float "NO DESCRIPTION" -ThemeSequenceEditor.window_sliders -> window_sliders: float "NO DESCRIPTION" ++ * ThemeAudioWindow.back -> back: float "NO DESCRIPTION" ++ * ThemeAudioWindow.button -> button: float "NO DESCRIPTION" ++ * ThemeAudioWindow.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeAudioWindow.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeAudioWindow.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeAudioWindow.frame_current -> frame_current: float "NO DESCRIPTION" ++ * ThemeAudioWindow.grid -> grid: float "NO DESCRIPTION" ++ * ThemeAudioWindow.header -> header: float "NO DESCRIPTION" ++ * ThemeAudioWindow.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeAudioWindow.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeAudioWindow.text -> text: float "NO DESCRIPTION" ++ * ThemeAudioWindow.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeAudioWindow.title -> title: float "NO DESCRIPTION" ++ * ThemeAudioWindow.window_sliders -> window_sliders: float "NO DESCRIPTION" ++ * ThemeBoneColorSet.active -> active: float "Color used for active bones" ++ * ThemeBoneColorSet.normal -> normal: float "Color used for the surface of bones" ++ * ThemeBoneColorSet.select -> select: float "Color used for selected bones" ++ * ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean "Allow the use of colors indicating constraints/keyed status" ++ * ThemeConsole.back -> back: float "NO DESCRIPTION" ++ * ThemeConsole.button -> button: float "NO DESCRIPTION" ++ * ThemeConsole.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeConsole.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeConsole.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeConsole.cursor -> cursor: float "NO DESCRIPTION" ++ * ThemeConsole.header -> header: float "NO DESCRIPTION" ++ * ThemeConsole.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeConsole.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeConsole.line_error -> line_error: float "NO DESCRIPTION" ++ * ThemeConsole.line_info -> line_info: float "NO DESCRIPTION" ++ * ThemeConsole.line_input -> line_input: float "NO DESCRIPTION" ++ * ThemeConsole.line_output -> line_output: float "NO DESCRIPTION" ++ * ThemeConsole.text -> text: float "NO DESCRIPTION" ++ * ThemeConsole.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeConsole.title -> title: float "NO DESCRIPTION" ++ * ThemeDopeSheet.active_channels_group -> active_channels_group: float "NO DESCRIPTION" ++ * ThemeDopeSheet.back -> back: float "NO DESCRIPTION" ++ * ThemeDopeSheet.button -> button: float "NO DESCRIPTION" ++ * ThemeDopeSheet.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeDopeSheet.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeDopeSheet.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeDopeSheet.channel_group -> channel_group: float "NO DESCRIPTION" ++ * ThemeDopeSheet.channels -> channels: float "NO DESCRIPTION" ++ * ThemeDopeSheet.channels_selected -> channels_selected: float "NO DESCRIPTION" ++ * ThemeDopeSheet.dopesheet_channel -> dopesheet_channel: float "NO DESCRIPTION" ++ * ThemeDopeSheet.dopesheet_subchannel -> dopesheet_subchannel: float "NO DESCRIPTION" ++ * ThemeDopeSheet.frame_current -> frame_current: float "NO DESCRIPTION" ++ * ThemeDopeSheet.grid -> grid: float "NO DESCRIPTION" ++ * ThemeDopeSheet.header -> header: float "NO DESCRIPTION" ++ * ThemeDopeSheet.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeDopeSheet.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeDopeSheet.list -> list: float "NO DESCRIPTION" ++ * ThemeDopeSheet.list_text -> list_text: float "NO DESCRIPTION" ++ * ThemeDopeSheet.list_text_hi -> list_text_hi: float "NO DESCRIPTION" ++ * ThemeDopeSheet.list_title -> list_title: float "NO DESCRIPTION" ++ * ThemeDopeSheet.long_key -> long_key: float "NO DESCRIPTION" ++ * ThemeDopeSheet.long_key_selected -> long_key_selected: float "NO DESCRIPTION" ++ * ThemeDopeSheet.text -> text: float "NO DESCRIPTION" ++ * ThemeDopeSheet.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeDopeSheet.title -> title: float "NO DESCRIPTION" ++ * ThemeDopeSheet.value_sliders -> value_sliders: float "NO DESCRIPTION" ++ * ThemeDopeSheet.view_sliders -> view_sliders: float "NO DESCRIPTION" ++ * ThemeFileBrowser.active_file -> active_file: float "NO DESCRIPTION" ++ * ThemeFileBrowser.active_file_text -> active_file_text: float "NO DESCRIPTION" ++ * ThemeFileBrowser.back -> back: float "NO DESCRIPTION" ++ * ThemeFileBrowser.button -> button: float "NO DESCRIPTION" ++ * ThemeFileBrowser.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeFileBrowser.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeFileBrowser.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeFileBrowser.header -> header: float "NO DESCRIPTION" ++ * ThemeFileBrowser.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeFileBrowser.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeFileBrowser.list -> list: float "NO DESCRIPTION" ++ * ThemeFileBrowser.list_text -> list_text: float "NO DESCRIPTION" ++ * ThemeFileBrowser.list_text_hi -> list_text_hi: float "NO DESCRIPTION" ++ * ThemeFileBrowser.list_title -> list_title: float "NO DESCRIPTION" ++ * ThemeFileBrowser.scroll_handle -> scroll_handle: float "NO DESCRIPTION" ++ * ThemeFileBrowser.scrollbar -> scrollbar: float "NO DESCRIPTION" ++ * ThemeFileBrowser.selected_file -> selected_file: float "NO DESCRIPTION" ++ * ThemeFileBrowser.text -> text: float "NO DESCRIPTION" ++ * ThemeFileBrowser.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeFileBrowser.tiles -> tiles: float "NO DESCRIPTION" ++ * ThemeFileBrowser.title -> title: float "NO DESCRIPTION" ++ * ThemeFontStyle.font_kerning_style -> font_kerning_style: enum "Which style to use for font kerning" ++ * ThemeFontStyle.points -> points: int "NO DESCRIPTION" ++ * ThemeFontStyle.shadow -> shadow: int "Shadow size in pixels (0, 3 and 5 supported)" ++ * ThemeFontStyle.shadx -> shadow_offset_x: int "Shadow offset in pixels" ++ * ThemeFontStyle.shady -> shadow_offset_y: int "Shadow offset in pixels" ++ * ThemeFontStyle.shadowalpha -> shadowalpha: float "NO DESCRIPTION" ++ * ThemeFontStyle.shadowcolor -> shadowcolor: float "Shadow color in grey value" ++ * ThemeGraphEditor.active_channels_group -> active_channels_group: float "NO DESCRIPTION" ++ * ThemeGraphEditor.back -> back: float "NO DESCRIPTION" ++ * ThemeGraphEditor.button -> button: float "NO DESCRIPTION" ++ * ThemeGraphEditor.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeGraphEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeGraphEditor.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeGraphEditor.channel_group -> channel_group: float "NO DESCRIPTION" ++ * ThemeGraphEditor.channels_region -> channels_region: float "NO DESCRIPTION" ++ * ThemeGraphEditor.dopesheet_channel -> dopesheet_channel: float "NO DESCRIPTION" ++ * ThemeGraphEditor.dopesheet_subchannel -> dopesheet_subchannel: float "NO DESCRIPTION" ++ * ThemeGraphEditor.frame_current -> frame_current: float "NO DESCRIPTION" ++ * ThemeGraphEditor.grid -> grid: float "NO DESCRIPTION" ++ * ThemeGraphEditor.handle_align -> handle_align: float "NO DESCRIPTION" ++ * ThemeGraphEditor.handle_auto -> handle_auto: float "NO DESCRIPTION" ++ * ThemeGraphEditor.handle_free -> handle_free: float "NO DESCRIPTION" ++ * ThemeGraphEditor.handle_sel_align -> handle_sel_align: float "NO DESCRIPTION" ++ * ThemeGraphEditor.handle_sel_auto -> handle_sel_auto: float "NO DESCRIPTION" ++ * ThemeGraphEditor.handle_sel_free -> handle_sel_free: float "NO DESCRIPTION" ++ * ThemeGraphEditor.handle_sel_vect -> handle_sel_vect: float "NO DESCRIPTION" ++ * ThemeGraphEditor.handle_vect -> handle_vect: float "NO DESCRIPTION" ++ * ThemeGraphEditor.handle_vertex -> handle_vertex: float "NO DESCRIPTION" ++ * ThemeGraphEditor.handle_vertex_select -> handle_vertex_select: float "NO DESCRIPTION" ++ * ThemeGraphEditor.handle_vertex_size -> handle_vertex_size: int "NO DESCRIPTION" ++ * ThemeGraphEditor.header -> header: float "NO DESCRIPTION" ++ * ThemeGraphEditor.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeGraphEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeGraphEditor.lastsel_point -> lastsel_point: float "NO DESCRIPTION" ++ * ThemeGraphEditor.list -> list: float "NO DESCRIPTION" ++ * ThemeGraphEditor.list_text -> list_text: float "NO DESCRIPTION" ++ * ThemeGraphEditor.list_text_hi -> list_text_hi: float "NO DESCRIPTION" ++ * ThemeGraphEditor.list_title -> list_title: float "NO DESCRIPTION" ++ * ThemeGraphEditor.panel -> panel: float "NO DESCRIPTION" ++ * ThemeGraphEditor.text -> text: float "NO DESCRIPTION" ++ * ThemeGraphEditor.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeGraphEditor.title -> title: float "NO DESCRIPTION" ++ * ThemeGraphEditor.vertex -> vertex: float "NO DESCRIPTION" ++ * ThemeGraphEditor.vertex_select -> vertex_select: float "NO DESCRIPTION" ++ * ThemeGraphEditor.vertex_size -> vertex_size: int "NO DESCRIPTION" ++ * ThemeGraphEditor.window_sliders -> window_sliders: float "NO DESCRIPTION" ++ * ThemeImageEditor.back -> back: float "NO DESCRIPTION" ++ * ThemeImageEditor.button -> button: float "NO DESCRIPTION" ++ * ThemeImageEditor.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeImageEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeImageEditor.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeImageEditor.editmesh_active -> editmesh_active: float "NO DESCRIPTION" ++ * ThemeImageEditor.face -> face: float "NO DESCRIPTION" ++ * ThemeImageEditor.face_dot -> face_dot: float "NO DESCRIPTION" ++ * ThemeImageEditor.face_select -> face_select: float "NO DESCRIPTION" ++ * ThemeImageEditor.facedot_size -> facedot_size: int "NO DESCRIPTION" ++ * ThemeImageEditor.header -> header: float "NO DESCRIPTION" ++ * ThemeImageEditor.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeImageEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeImageEditor.scope_back -> scope_back: float "NO DESCRIPTION" ++ * ThemeImageEditor.text -> text: float "NO DESCRIPTION" ++ * ThemeImageEditor.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeImageEditor.title -> title: float "NO DESCRIPTION" ++ * ThemeImageEditor.vertex -> vertex: float "NO DESCRIPTION" ++ * ThemeImageEditor.vertex_select -> vertex_select: float "NO DESCRIPTION" ++ * ThemeImageEditor.vertex_size -> vertex_size: int "NO DESCRIPTION" ++ * ThemeInfo.back -> back: float "NO DESCRIPTION" ++ * ThemeInfo.button -> button: float "NO DESCRIPTION" ++ * ThemeInfo.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeInfo.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeInfo.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeInfo.header -> header: float "NO DESCRIPTION" ++ * ThemeInfo.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeInfo.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeInfo.text -> text: float "NO DESCRIPTION" ++ * ThemeInfo.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeInfo.title -> title: float "NO DESCRIPTION" ++ * ThemeLogicEditor.back -> back: float "NO DESCRIPTION" ++ * ThemeLogicEditor.button -> button: float "NO DESCRIPTION" ++ * ThemeLogicEditor.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeLogicEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeLogicEditor.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeLogicEditor.header -> header: float "NO DESCRIPTION" ++ * ThemeLogicEditor.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeLogicEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeLogicEditor.panel -> panel: float "NO DESCRIPTION" ++ * ThemeLogicEditor.text -> text: float "NO DESCRIPTION" ++ * ThemeLogicEditor.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeLogicEditor.title -> title: float "NO DESCRIPTION" ++ * ThemeNLAEditor.back -> back: float "NO DESCRIPTION" ++ * ThemeNLAEditor.bars -> bars: float "NO DESCRIPTION" ++ * ThemeNLAEditor.bars_selected -> bars_selected: float "NO DESCRIPTION" ++ * ThemeNLAEditor.button -> button: float "NO DESCRIPTION" ++ * ThemeNLAEditor.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeNLAEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeNLAEditor.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeNLAEditor.frame_current -> frame_current: float "NO DESCRIPTION" ++ * ThemeNLAEditor.grid -> grid: float "NO DESCRIPTION" ++ * ThemeNLAEditor.header -> header: float "NO DESCRIPTION" ++ * ThemeNLAEditor.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeNLAEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeNLAEditor.list -> list: float "NO DESCRIPTION" ++ * ThemeNLAEditor.list_text -> list_text: float "NO DESCRIPTION" ++ * ThemeNLAEditor.list_text_hi -> list_text_hi: float "NO DESCRIPTION" ++ * ThemeNLAEditor.list_title -> list_title: float "NO DESCRIPTION" ++ * ThemeNLAEditor.strips -> strips: float "NO DESCRIPTION" ++ * ThemeNLAEditor.strips_selected -> strips_selected: float "NO DESCRIPTION" ++ * ThemeNLAEditor.text -> text: float "NO DESCRIPTION" ++ * ThemeNLAEditor.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeNLAEditor.title -> title: float "NO DESCRIPTION" ++ * ThemeNLAEditor.view_sliders -> view_sliders: float "NO DESCRIPTION" ++ * ThemeNodeEditor.back -> back: float "NO DESCRIPTION" ++ * ThemeNodeEditor.button -> button: float "NO DESCRIPTION" ++ * ThemeNodeEditor.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeNodeEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeNodeEditor.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeNodeEditor.converter_node -> converter_node: float "NO DESCRIPTION" ++ * ThemeNodeEditor.group_node -> group_node: float "NO DESCRIPTION" ++ * ThemeNodeEditor.header -> header: float "NO DESCRIPTION" ++ * ThemeNodeEditor.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeNodeEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeNodeEditor.in_out_node -> in_out_node: float "NO DESCRIPTION" ++ * ThemeNodeEditor.list -> list: float "NO DESCRIPTION" ++ * ThemeNodeEditor.list_text -> list_text: float "NO DESCRIPTION" ++ * ThemeNodeEditor.list_text_hi -> list_text_hi: float "NO DESCRIPTION" ++ * ThemeNodeEditor.list_title -> list_title: float "NO DESCRIPTION" ++ * ThemeNodeEditor.node_backdrop -> node_backdrop: float "NO DESCRIPTION" ++ * ThemeNodeEditor.operator_node -> operator_node: float "NO DESCRIPTION" ++ * ThemeNodeEditor.selected_text -> selected_text: float "NO DESCRIPTION" ++ * ThemeNodeEditor.text -> text: float "NO DESCRIPTION" ++ * ThemeNodeEditor.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeNodeEditor.title -> title: float "NO DESCRIPTION" ++ * ThemeNodeEditor.wire_select -> wire_select: float "NO DESCRIPTION" ++ * ThemeNodeEditor.wires -> wire: float "NO DESCRIPTION" ++ * ThemeOutliner.back -> back: float "NO DESCRIPTION" ++ * ThemeOutliner.button -> button: float "NO DESCRIPTION" ++ * ThemeOutliner.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeOutliner.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeOutliner.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeOutliner.header -> header: float "NO DESCRIPTION" ++ * ThemeOutliner.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeOutliner.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeOutliner.text -> text: float "NO DESCRIPTION" ++ * ThemeOutliner.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeOutliner.title -> title: float "NO DESCRIPTION" ++ * ThemeProperties.back -> back: float "NO DESCRIPTION" ++ * ThemeProperties.button -> button: float "NO DESCRIPTION" ++ * ThemeProperties.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeProperties.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeProperties.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeProperties.header -> header: float "NO DESCRIPTION" ++ * ThemeProperties.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeProperties.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeProperties.panel -> panel: float "NO DESCRIPTION" ++ * ThemeProperties.text -> text: float "NO DESCRIPTION" ++ * ThemeProperties.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeProperties.title -> title: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.audio_strip -> audio_strip: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.back -> back: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.button -> button: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.draw_action -> draw_action: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.effect_strip -> effect_strip: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.frame_current -> frame_current: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.grid -> grid: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.header -> header: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.image_strip -> image_strip: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.keyframe -> keyframe: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.meta_strip -> meta_strip: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.movie_strip -> movie_strip: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.plugin_strip -> plugin_strip: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.scene_strip -> scene_strip: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.text -> text: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.title -> title: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.transition_strip -> transition_strip: float "NO DESCRIPTION" ++ * ThemeSequenceEditor.window_sliders -> window_sliders: float "NO DESCRIPTION" + * ThemeStyle.grouplabel -> group_label: pointer, "(read-only)" + * ThemeStyle.paneltitle -> panel_title: pointer, "(read-only)" -ThemeStyle.panelzoom -> panelzoom: float "Default zoom level for panel areas" ++ * ThemeStyle.panelzoom -> panelzoom: float "Default zoom level for panel areas" + * ThemeStyle.widget -> widget: pointer, "(read-only)" + * ThemeStyle.widgetlabel -> widget_label: pointer, "(read-only)" -ThemeTextEditor.back -> back: float "NO DESCRIPTION" -ThemeTextEditor.button -> button: float "NO DESCRIPTION" -ThemeTextEditor.button_text -> button_text: float "NO DESCRIPTION" -ThemeTextEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeTextEditor.button_title -> button_title: float "NO DESCRIPTION" -ThemeTextEditor.cursor -> cursor: float "NO DESCRIPTION" -ThemeTextEditor.header -> header: float "NO DESCRIPTION" -ThemeTextEditor.header_text -> header_text: float "NO DESCRIPTION" -ThemeTextEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeTextEditor.line_numbers_background -> line_numbers_background: float "NO DESCRIPTION" -ThemeTextEditor.scroll_bar -> scroll_bar: float "NO DESCRIPTION" -ThemeTextEditor.selected_text -> selected_text: float "NO DESCRIPTION" -ThemeTextEditor.syntax_builtin -> syntax_builtin: float "NO DESCRIPTION" -ThemeTextEditor.syntax_comment -> syntax_comment: float "NO DESCRIPTION" -ThemeTextEditor.syntax_numbers -> syntax_numbers: float "NO DESCRIPTION" -ThemeTextEditor.syntax_special -> syntax_special: float "NO DESCRIPTION" -ThemeTextEditor.syntax_string -> syntax_string: float "NO DESCRIPTION" -ThemeTextEditor.text -> text: float "NO DESCRIPTION" -ThemeTextEditor.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeTextEditor.title -> title: float "NO DESCRIPTION" -ThemeTimeline.back -> back: float "NO DESCRIPTION" -ThemeTimeline.button -> button: float "NO DESCRIPTION" -ThemeTimeline.button_text -> button_text: float "NO DESCRIPTION" -ThemeTimeline.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeTimeline.button_title -> button_title: float "NO DESCRIPTION" -ThemeTimeline.frame_current -> frame_current: float "NO DESCRIPTION" -ThemeTimeline.grid -> grid: float "NO DESCRIPTION" -ThemeTimeline.header -> header: float "NO DESCRIPTION" -ThemeTimeline.header_text -> header_text: float "NO DESCRIPTION" -ThemeTimeline.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeTimeline.text -> text: float "NO DESCRIPTION" -ThemeTimeline.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeTimeline.title -> title: float "NO DESCRIPTION" -ThemeUserInterface.icon_file -> icon_file: string "NO DESCRIPTION" ++ * ThemeTextEditor.back -> back: float "NO DESCRIPTION" ++ * ThemeTextEditor.button -> button: float "NO DESCRIPTION" ++ * ThemeTextEditor.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeTextEditor.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeTextEditor.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeTextEditor.cursor -> cursor: float "NO DESCRIPTION" ++ * ThemeTextEditor.header -> header: float "NO DESCRIPTION" ++ * ThemeTextEditor.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeTextEditor.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeTextEditor.line_numbers_background -> line_numbers_background: float "NO DESCRIPTION" ++ * ThemeTextEditor.scroll_bar -> scroll_bar: float "NO DESCRIPTION" ++ * ThemeTextEditor.selected_text -> selected_text: float "NO DESCRIPTION" ++ * ThemeTextEditor.syntax_builtin -> syntax_builtin: float "NO DESCRIPTION" ++ * ThemeTextEditor.syntax_comment -> syntax_comment: float "NO DESCRIPTION" ++ * ThemeTextEditor.syntax_numbers -> syntax_numbers: float "NO DESCRIPTION" ++ * ThemeTextEditor.syntax_special -> syntax_special: float "NO DESCRIPTION" ++ * ThemeTextEditor.syntax_string -> syntax_string: float "NO DESCRIPTION" ++ * ThemeTextEditor.text -> text: float "NO DESCRIPTION" ++ * ThemeTextEditor.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeTextEditor.title -> title: float "NO DESCRIPTION" ++ * ThemeTimeline.back -> back: float "NO DESCRIPTION" ++ * ThemeTimeline.button -> button: float "NO DESCRIPTION" ++ * ThemeTimeline.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeTimeline.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeTimeline.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeTimeline.frame_current -> frame_current: float "NO DESCRIPTION" ++ * ThemeTimeline.grid -> grid: float "NO DESCRIPTION" ++ * ThemeTimeline.header -> header: float "NO DESCRIPTION" ++ * ThemeTimeline.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeTimeline.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeTimeline.text -> text: float "NO DESCRIPTION" ++ * ThemeTimeline.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeTimeline.title -> title: float "NO DESCRIPTION" ++ * ThemeUserInterface.icon_file -> icon_file: string "NO DESCRIPTION" + * ThemeUserInterface.wcol_box -> wcol_box: pointer, "(read-only)" + * ThemeUserInterface.wcol_list_item -> wcol_list_item: pointer, "(read-only)" + * ThemeUserInterface.wcol_menu -> wcol_menu: pointer, "(read-only)" @@ -4266,339 +4266,339 @@ ThemeUserInterface.icon_file -> icon_file: string "NO DESCRIPTION" + * ThemeUserInterface.wcol_text -> wcol_text: pointer, "(read-only)" + * ThemeUserInterface.wcol_toggle -> wcol_toggle: pointer, "(read-only)" + * ThemeUserInterface.wcol_tool -> wcol_tool: pointer, "(read-only)" -ThemeUserPreferences.back -> back: float "NO DESCRIPTION" -ThemeUserPreferences.button -> button: float "NO DESCRIPTION" -ThemeUserPreferences.button_text -> button_text: float "NO DESCRIPTION" -ThemeUserPreferences.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeUserPreferences.button_title -> button_title: float "NO DESCRIPTION" -ThemeUserPreferences.header -> header: float "NO DESCRIPTION" -ThemeUserPreferences.header_text -> header_text: float "NO DESCRIPTION" -ThemeUserPreferences.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeUserPreferences.text -> text: float "NO DESCRIPTION" -ThemeUserPreferences.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeUserPreferences.title -> title: float "NO DESCRIPTION" -ThemeView3D.act_spline -> act_spline: float "NO DESCRIPTION" -ThemeView3D.back -> back: float "NO DESCRIPTION" -ThemeView3D.bone_pose -> bone_pose: float "NO DESCRIPTION" -ThemeView3D.bone_solid -> bone_solid: float "NO DESCRIPTION" -ThemeView3D.button -> button: float "NO DESCRIPTION" -ThemeView3D.button_text -> button_text: float "NO DESCRIPTION" -ThemeView3D.button_text_hi -> button_text_hi: float "NO DESCRIPTION" -ThemeView3D.button_title -> button_title: float "NO DESCRIPTION" -ThemeView3D.edge_crease -> edge_crease: float "NO DESCRIPTION" -ThemeView3D.edge_facesel -> edge_facesel: float "NO DESCRIPTION" -ThemeView3D.edge_seam -> edge_seam: float "NO DESCRIPTION" -ThemeView3D.edge_select -> edge_select: float "NO DESCRIPTION" -ThemeView3D.edge_sharp -> edge_sharp: float "NO DESCRIPTION" -ThemeView3D.editmesh_active -> editmesh_active: float "NO DESCRIPTION" -ThemeView3D.face -> face: float "NO DESCRIPTION" -ThemeView3D.face_dot -> face_dot: float "NO DESCRIPTION" -ThemeView3D.face_select -> face_select: float "NO DESCRIPTION" -ThemeView3D.facedot_size -> facedot_size: int "NO DESCRIPTION" -ThemeView3D.frame_current -> frame_current: float "NO DESCRIPTION" -ThemeView3D.grid -> grid: float "NO DESCRIPTION" -ThemeView3D.handle_align -> handle_align: float "NO DESCRIPTION" -ThemeView3D.handle_auto -> handle_auto: float "NO DESCRIPTION" -ThemeView3D.handle_free -> handle_free: float "NO DESCRIPTION" -ThemeView3D.handle_sel_align -> handle_sel_align: float "NO DESCRIPTION" -ThemeView3D.handle_sel_auto -> handle_sel_auto: float "NO DESCRIPTION" -ThemeView3D.handle_sel_free -> handle_sel_free: float "NO DESCRIPTION" -ThemeView3D.handle_sel_vect -> handle_sel_vect: float "NO DESCRIPTION" -ThemeView3D.handle_vect -> handle_vect: float "NO DESCRIPTION" -ThemeView3D.header -> header: float "NO DESCRIPTION" -ThemeView3D.header_text -> header_text: float "NO DESCRIPTION" -ThemeView3D.header_text_hi -> header_text_hi: float "NO DESCRIPTION" -ThemeView3D.lamp -> lamp: float "NO DESCRIPTION" -ThemeView3D.lastsel_point -> lastsel_point: float "NO DESCRIPTION" -ThemeView3D.normal -> normal: float "NO DESCRIPTION" -ThemeView3D.nurb_sel_uline -> nurb_sel_uline: float "NO DESCRIPTION" -ThemeView3D.nurb_sel_vline -> nurb_sel_vline: float "NO DESCRIPTION" -ThemeView3D.nurb_uline -> nurb_uline: float "NO DESCRIPTION" -ThemeView3D.nurb_vline -> nurb_vline: float "NO DESCRIPTION" -ThemeView3D.object_active -> object_active: float "NO DESCRIPTION" -ThemeView3D.object_grouped -> object_grouped: float "NO DESCRIPTION" -ThemeView3D.object_grouped_active -> object_grouped_active: float "NO DESCRIPTION" -ThemeView3D.object_selected -> object_selected: float "NO DESCRIPTION" -ThemeView3D.panel -> panel: float "NO DESCRIPTION" -ThemeView3D.text -> text: float "NO DESCRIPTION" -ThemeView3D.text_hi -> text_hi: float "NO DESCRIPTION" -ThemeView3D.title -> title: float "NO DESCRIPTION" -ThemeView3D.transform -> transform: float "NO DESCRIPTION" -ThemeView3D.vertex -> vertex: float "NO DESCRIPTION" -ThemeView3D.vertex_normal -> vertex_normal: float "NO DESCRIPTION" -ThemeView3D.vertex_select -> vertex_select: float "NO DESCRIPTION" -ThemeView3D.vertex_size -> vertex_size: int "NO DESCRIPTION" -ThemeView3D.wire -> wire: float "NO DESCRIPTION" -ThemeWidgetColors.inner -> inner: float "NO DESCRIPTION" -ThemeWidgetColors.inner_sel -> inner_sel: float "NO DESCRIPTION" -ThemeWidgetColors.item -> item: float "NO DESCRIPTION" -ThemeWidgetColors.outline -> outline: float "NO DESCRIPTION" -ThemeWidgetColors.shadedown -> shadedown: int "NO DESCRIPTION" -ThemeWidgetColors.shadetop -> shadetop: int "NO DESCRIPTION" -ThemeWidgetColors.shaded -> show_shaded: boolean "NO DESCRIPTION" -ThemeWidgetColors.text -> text: float "NO DESCRIPTION" -ThemeWidgetColors.text_sel -> text_sel: float "NO DESCRIPTION" -ThemeWidgetStateColors.blend -> blend: float "NO DESCRIPTION" -ThemeWidgetStateColors.inner_anim -> inner_anim: float "NO DESCRIPTION" -ThemeWidgetStateColors.inner_anim_sel -> inner_anim_sel: float "NO DESCRIPTION" -ThemeWidgetStateColors.inner_driven -> inner_driven: float "NO DESCRIPTION" -ThemeWidgetStateColors.inner_driven_sel -> inner_driven_sel: float "NO DESCRIPTION" -ThemeWidgetStateColors.inner_key -> inner_key: float "NO DESCRIPTION" -ThemeWidgetStateColors.inner_key_sel -> inner_key_sel: float "NO DESCRIPTION" -TimelineMarker.camera -> camera: pointer "Camera this timeline sets to active" -TimelineMarker.frame -> frame: int "The frame on which the timeline marker appears" -TimelineMarker.name -> name: string "NO DESCRIPTION" -TimelineMarker.select -> select: boolean "Marker selection state" -ToolSettings.autokey_mode -> autokey_mode: enum "Mode of automatic keyframe insertion for Objects and Bones" -ToolSettings.edge_path_mode -> edge_path_mode: enum "The edge flag to tag when selecting the shortest path" -ToolSettings.etch_adaptive_limit -> etch_adaptive_limit: float "Number of bones in the subdivided stroke" -ToolSettings.etch_convert_mode -> etch_convert_mode: enum "Method used to convert stroke to bones" -ToolSettings.etch_length_limit -> etch_length_limit: float "Number of bones in the subdivided stroke" -ToolSettings.etch_number -> etch_number: string "DOC BROKEN" -ToolSettings.etch_roll_mode -> etch_roll_mode: enum "Method used to adjust the roll of bones when retargeting" -ToolSettings.etch_side -> etch_side: string "DOC BROKEN" -ToolSettings.etch_subdivision_number -> etch_subdivision_number: int "Number of bones in the subdivided stroke" -ToolSettings.etch_template -> etch_template: pointer "Template armature that will be retargeted to the stroke" ++ * ThemeUserPreferences.back -> back: float "NO DESCRIPTION" ++ * ThemeUserPreferences.button -> button: float "NO DESCRIPTION" ++ * ThemeUserPreferences.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeUserPreferences.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeUserPreferences.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeUserPreferences.header -> header: float "NO DESCRIPTION" ++ * ThemeUserPreferences.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeUserPreferences.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeUserPreferences.text -> text: float "NO DESCRIPTION" ++ * ThemeUserPreferences.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeUserPreferences.title -> title: float "NO DESCRIPTION" ++ * ThemeView3D.act_spline -> act_spline: float "NO DESCRIPTION" ++ * ThemeView3D.back -> back: float "NO DESCRIPTION" ++ * ThemeView3D.bone_pose -> bone_pose: float "NO DESCRIPTION" ++ * ThemeView3D.bone_solid -> bone_solid: float "NO DESCRIPTION" ++ * ThemeView3D.button -> button: float "NO DESCRIPTION" ++ * ThemeView3D.button_text -> button_text: float "NO DESCRIPTION" ++ * ThemeView3D.button_text_hi -> button_text_hi: float "NO DESCRIPTION" ++ * ThemeView3D.button_title -> button_title: float "NO DESCRIPTION" ++ * ThemeView3D.edge_crease -> edge_crease: float "NO DESCRIPTION" ++ * ThemeView3D.edge_facesel -> edge_facesel: float "NO DESCRIPTION" ++ * ThemeView3D.edge_seam -> edge_seam: float "NO DESCRIPTION" ++ * ThemeView3D.edge_select -> edge_select: float "NO DESCRIPTION" ++ * ThemeView3D.edge_sharp -> edge_sharp: float "NO DESCRIPTION" ++ * ThemeView3D.editmesh_active -> editmesh_active: float "NO DESCRIPTION" ++ * ThemeView3D.face -> face: float "NO DESCRIPTION" ++ * ThemeView3D.face_dot -> face_dot: float "NO DESCRIPTION" ++ * ThemeView3D.face_select -> face_select: float "NO DESCRIPTION" ++ * ThemeView3D.facedot_size -> facedot_size: int "NO DESCRIPTION" ++ * ThemeView3D.frame_current -> frame_current: float "NO DESCRIPTION" ++ * ThemeView3D.grid -> grid: float "NO DESCRIPTION" ++ * ThemeView3D.handle_align -> handle_align: float "NO DESCRIPTION" ++ * ThemeView3D.handle_auto -> handle_auto: float "NO DESCRIPTION" ++ * ThemeView3D.handle_free -> handle_free: float "NO DESCRIPTION" ++ * ThemeView3D.handle_sel_align -> handle_sel_align: float "NO DESCRIPTION" ++ * ThemeView3D.handle_sel_auto -> handle_sel_auto: float "NO DESCRIPTION" ++ * ThemeView3D.handle_sel_free -> handle_sel_free: float "NO DESCRIPTION" ++ * ThemeView3D.handle_sel_vect -> handle_sel_vect: float "NO DESCRIPTION" ++ * ThemeView3D.handle_vect -> handle_vect: float "NO DESCRIPTION" ++ * ThemeView3D.header -> header: float "NO DESCRIPTION" ++ * ThemeView3D.header_text -> header_text: float "NO DESCRIPTION" ++ * ThemeView3D.header_text_hi -> header_text_hi: float "NO DESCRIPTION" ++ * ThemeView3D.lamp -> lamp: float "NO DESCRIPTION" ++ * ThemeView3D.lastsel_point -> lastsel_point: float "NO DESCRIPTION" ++ * ThemeView3D.normal -> normal: float "NO DESCRIPTION" ++ * ThemeView3D.nurb_sel_uline -> nurb_sel_uline: float "NO DESCRIPTION" ++ * ThemeView3D.nurb_sel_vline -> nurb_sel_vline: float "NO DESCRIPTION" ++ * ThemeView3D.nurb_uline -> nurb_uline: float "NO DESCRIPTION" ++ * ThemeView3D.nurb_vline -> nurb_vline: float "NO DESCRIPTION" ++ * ThemeView3D.object_active -> object_active: float "NO DESCRIPTION" ++ * ThemeView3D.object_grouped -> object_grouped: float "NO DESCRIPTION" ++ * ThemeView3D.object_grouped_active -> object_grouped_active: float "NO DESCRIPTION" ++ * ThemeView3D.object_selected -> object_selected: float "NO DESCRIPTION" ++ * ThemeView3D.panel -> panel: float "NO DESCRIPTION" ++ * ThemeView3D.text -> text: float "NO DESCRIPTION" ++ * ThemeView3D.text_hi -> text_hi: float "NO DESCRIPTION" ++ * ThemeView3D.title -> title: float "NO DESCRIPTION" ++ * ThemeView3D.transform -> transform: float "NO DESCRIPTION" ++ * ThemeView3D.vertex -> vertex: float "NO DESCRIPTION" ++ * ThemeView3D.vertex_normal -> vertex_normal: float "NO DESCRIPTION" ++ * ThemeView3D.vertex_select -> vertex_select: float "NO DESCRIPTION" ++ * ThemeView3D.vertex_size -> vertex_size: int "NO DESCRIPTION" ++ * ThemeView3D.wire -> wire: float "NO DESCRIPTION" ++ * ThemeWidgetColors.inner -> inner: float "NO DESCRIPTION" ++ * ThemeWidgetColors.inner_sel -> inner_sel: float "NO DESCRIPTION" ++ * ThemeWidgetColors.item -> item: float "NO DESCRIPTION" ++ * ThemeWidgetColors.outline -> outline: float "NO DESCRIPTION" ++ * ThemeWidgetColors.shadedown -> shadedown: int "NO DESCRIPTION" ++ * ThemeWidgetColors.shadetop -> shadetop: int "NO DESCRIPTION" ++ * ThemeWidgetColors.shaded -> show_shaded: boolean "NO DESCRIPTION" ++ * ThemeWidgetColors.text -> text: float "NO DESCRIPTION" ++ * ThemeWidgetColors.text_sel -> text_sel: float "NO DESCRIPTION" ++ * ThemeWidgetStateColors.blend -> blend: float "NO DESCRIPTION" ++ * ThemeWidgetStateColors.inner_anim -> inner_anim: float "NO DESCRIPTION" ++ * ThemeWidgetStateColors.inner_anim_sel -> inner_anim_sel: float "NO DESCRIPTION" ++ * ThemeWidgetStateColors.inner_driven -> inner_driven: float "NO DESCRIPTION" ++ * ThemeWidgetStateColors.inner_driven_sel -> inner_driven_sel: float "NO DESCRIPTION" ++ * ThemeWidgetStateColors.inner_key -> inner_key: float "NO DESCRIPTION" ++ * ThemeWidgetStateColors.inner_key_sel -> inner_key_sel: float "NO DESCRIPTION" ++ * TimelineMarker.camera -> camera: pointer "Camera this timeline sets to active" ++ * TimelineMarker.frame -> frame: int "The frame on which the timeline marker appears" ++ * TimelineMarker.name -> name: string "NO DESCRIPTION" ++ * TimelineMarker.select -> select: boolean "Marker selection state" ++ * ToolSettings.autokey_mode -> auto_keying_mode: enum "Mode of automatic keyframe insertion for Objects and Bones" ++ * ToolSettings.edge_path_mode -> edge_path_mode: enum "The edge flag to tag when selecting the shortest path" ++ * ToolSettings.etch_adaptive_limit -> etch_adaptive_limit: float "Number of bones in the subdivided stroke" ++ * ToolSettings.etch_convert_mode -> etch_convert_mode: enum "Method used to convert stroke to bones" ++ * ToolSettings.etch_length_limit -> etch_length_limit: float "Number of bones in the subdivided stroke" ++ * ToolSettings.etch_number -> etch_number: string "DOC BROKEN" ++ * ToolSettings.etch_roll_mode -> etch_roll_mode: enum "Method used to adjust the roll of bones when retargeting" ++ * ToolSettings.etch_side -> etch_side: string "DOC BROKEN" ++ * ToolSettings.etch_subdivision_number -> etch_subdivision_number: int "Number of bones in the subdivided stroke" ++ * ToolSettings.etch_template -> etch_template: pointer "Template armature that will be retargeted to the stroke" + * ToolSettings.image_paint -> image_paint: pointer, "(read-only)" -ToolSettings.mesh_selection_mode -> mesh_selection_mode: boolean "Which mesh elements selection works on" -ToolSettings.normal_size -> normal_size: float "Display size for normals in the 3D view" ++ * ToolSettings.mesh_selection_mode -> mesh_select_mode: boolean "Which mesh elements selection works on" ++ * ToolSettings.normal_size -> normal_size: float "Display size for normals in the 3D view" + * ToolSettings.particle_edit -> particle_edit: pointer, "(read-only)" -ToolSettings.proportional_editing -> proportional_edit: enum "Proportional editing mode" -ToolSettings.proportional_editing_falloff -> proportional_edit_falloff: enum "Falloff type for proportional editing mode" -ToolSettings.proportional_editing_objects -> proportional_editing_objects: boolean "Proportional editing object mode" ++ * ToolSettings.proportional_editing -> proportional_edit: enum "Proportional editing mode" ++ * ToolSettings.proportional_editing_falloff -> proportional_edit_falloff: enum "Falloff type for proportional editing mode" ++ * ToolSettings.proportional_editing_objects -> use_proportional_edit_objects: boolean "Proportional editing object mode" + * ToolSettings.sculpt -> sculpt: pointer, "(read-only)" -ToolSettings.sculpt_paint_use_unified_size -> sculpt_paint_use_unified_size: boolean "Instead of per brush radius, the radius is shared across brushes" -ToolSettings.sculpt_paint_use_unified_strength -> sculpt_paint_use_unified_strength: boolean "Instead of per brush strength, the strength is shared across brushes" -ToolSettings.uv_local_view -> show_local_view: boolean "Draw only faces with the currently displayed image assigned" -ToolSettings.snap_element -> snap_element: enum "Type of element to snap to" -ToolSettings.snap_target -> snap_target: enum "Which part to snap onto the target" -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.use_auto_keying -> use_keyframe_insert_auto: boolean "Automatic keyframe insertion for Objects and Bones" -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.uv_sync_selection -> use_uv_sync_selection: boolean "Keep UV and edit mode mesh selection in sync" -ToolSettings.uv_selection_mode -> uv_selection_mode: enum "UV selection and display mode" -ToolSettings.vertex_group_weight -> vertex_group_weight: float "Weight to assign in vertex groups" ++ * ToolSettings.sculpt_paint_use_unified_size -> sculpt_paint_use_unified_size: boolean "Instead of per brush radius, the radius is shared across brushes" ++ * ToolSettings.sculpt_paint_use_unified_strength -> sculpt_paint_use_unified_strength: boolean "Instead of per brush strength, the strength is shared across brushes" ++ * ToolSettings.uv_local_view -> show_uv_local_view: boolean "Draw only faces with the currently displayed image assigned" ++ * ToolSettings.snap_element -> snap_element: enum "Type of element to snap to" ++ * ToolSettings.snap_target -> snap_target: enum "Which part to snap onto the target" ++ * 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_mesh_automerge: 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.use_auto_keying -> use_keyframe_insert_auto: boolean "Automatic keyframe insertion for Objects and Bones" ++ * 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.uv_sync_selection -> use_uv_select_sync: boolean "Keep UV and edit mode mesh selection in sync" ++ * ToolSettings.uv_selection_mode -> uv_select_mode: enum "UV selection and display mode" ++ * ToolSettings.vertex_group_weight -> vertex_group_weight: float "Weight to assign in vertex groups" + * ToolSettings.vertex_paint -> vertex_paint: pointer, "(read-only)" + * ToolSettings.weight_paint -> weight_paint: pointer, "(read-only)" -TransformOrientation.matrix -> matrix: float "NO DESCRIPTION" -TransformOrientation.name -> name: string "NO DESCRIPTION" -UILayout.alignment -> alignment: enum "NO DESCRIPTION" -UILayout.operator_context -> operator_context: enum "NO DESCRIPTION" -UILayout.scale_x -> scale_x: float "NO DESCRIPTION" -UILayout.scale_y -> scale_y: float "NO DESCRIPTION" -UILayout.active -> show_active: boolean "NO DESCRIPTION" -UILayout.enabled -> show_enabled: boolean "NO DESCRIPTION" -UVProjector.object -> object: pointer "Object to use as projector transform" -UnitSettings.rotation_units -> rotation_units: enum "Unit to use for displaying/editing rotation values" -UnitSettings.scale_length -> scale_length: float "Scale to use when converting between blender units and dimensions" -UnitSettings.system -> system: enum "The unit system to use for button display" -UnitSettings.use_separate -> use_separate: boolean "Display units in pairs" -UserPreferences.active_section -> active_section: enum "Active section of the user preferences shown in the user interface" -UserPreferences.addons -> addons: collection, "(read-only)" ++ * TransformOrientation.matrix -> matrix: float "NO DESCRIPTION" ++ * TransformOrientation.name -> name: string "NO DESCRIPTION" ++ * UILayout.alignment -> alignment: enum "NO DESCRIPTION" ++ * UILayout.operator_context -> operator_context: enum "NO DESCRIPTION" ++ * UILayout.scale_x -> scale_x: float "NO DESCRIPTION" ++ * UILayout.scale_y -> scale_y: float "NO DESCRIPTION" ++ * UILayout.active -> show_active: boolean "NO DESCRIPTION" ++ * UILayout.enabled -> show_enabled: boolean "NO DESCRIPTION" ++ * UVProjector.object -> object: pointer "Object to use as projector transform" ++ * UnitSettings.rotation_units -> rotation_units: enum "Unit to use for displaying/editing rotation values" ++ * UnitSettings.scale_length -> scale_length: float "Scale to use when converting between blender units and dimensions" ++ * UnitSettings.system -> system: enum "The unit system to use for button display" ++ * UnitSettings.use_separate -> use_separate: boolean "Display units in pairs" ++ * UserPreferences.active_section -> active_section: enum "Active section of the user preferences shown in the user interface" ++ * UserPreferences.addons -> addons: collection, "(read-only)" + * UserPreferences.edit -> edit: pointer, "(read-only) Settings for interacting with Blender data" + * UserPreferences.filepaths -> filepaths: pointer, "(read-only) Default paths for external files" + * UserPreferences.inputs -> inputs: pointer, "(read-only) Settings for input devices" + * UserPreferences.system -> system: pointer, "(read-only) Graphics driver and operating system settings" -UserPreferences.themes -> themes: collection, "(read-only)" -UserPreferences.uistyles -> uistyles: collection, "(read-only)" ++ * UserPreferences.themes -> themes: collection, "(read-only)" ++ * UserPreferences.uistyles -> ui_styles: collection, "(read-only)" + * UserPreferences.view -> view: pointer, "(read-only) Preferences related to viewing data" -UserPreferencesEdit.auto_keying_mode -> auto_keying_mode: enum "Mode of automatic keyframe insertion for Objects and Bones" -UserPreferencesEdit.grease_pencil_eraser_radius -> grease_pencil_eraser_radius: int "Radius of eraser brush" -UserPreferencesEdit.grease_pencil_euclidean_distance -> grease_pencil_euclidean_distance: int "Distance moved by mouse when drawing stroke (in pixels) to include" -UserPreferencesEdit.grease_pencil_manhattan_distance -> grease_pencil_manhattan_distance: int "Pixels moved by mouse per axis when drawing stroke" -UserPreferencesEdit.keyframe_new_handle_type -> keyframe_new_handle_type: enum "NO DESCRIPTION" -UserPreferencesEdit.keyframe_new_interpolation_type -> keyframe_new_interpolation_type: enum "NO DESCRIPTION" -UserPreferencesEdit.material_link -> material_link: enum "Toggle whether the material is linked to object data or the object block" -UserPreferencesEdit.object_align -> object_align: enum "When adding objects from a 3D View menu, either align them to that views direction or the world coordinates" -UserPreferencesEdit.sculpt_paint_overlay_col -> sculpt_paint_overlay_col: float "Color of texture overlay" -UserPreferencesEdit.undo_memory_limit -> undo_memory_limit: int "Maximum memory usage in megabytes (0 means unlimited)" -UserPreferencesEdit.undo_steps -> undo_steps: int "Number of undo steps available (smaller values conserve memory)" -UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean "Automatic keyframe insertion for Objects and Bones" -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 -> 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" -UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_available: boolean "Automatic keyframe insertion in available curves" -UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_keyingset: boolean "Automatic keyframe insertion using active Keying Set" -UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed: boolean "Keyframe insertion only when keyframe needed" -UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean "Current frame number can be manually set to a negative value" -UserPreferencesEdit.use_visual_keying -> use_visual_keying: boolean "Use Visual keying automatically for constrained objects" -UserPreferencesFilePaths.animation_player -> animation_player: string "Path to a custom animation/frame sequence player" -UserPreferencesFilePaths.animation_player_preset -> animation_player_preset: enum "Preset configs for external animation players" -UserPreferencesFilePaths.auto_save_time -> auto_save_time: int "The time (in minutes) to wait between automatic temporary saves" -UserPreferencesFilePaths.fonts_directory -> fonts_directory: string "The default directory to search for loading fonts" -UserPreferencesFilePaths.image_editor -> image_editor: string "Path to an image editor" -UserPreferencesFilePaths.python_scripts_directory -> python_scripts_directory: string "The default directory to search for Python scripts (resets python module search path: sys.path)" -UserPreferencesFilePaths.recent_files -> recent_files: int "Maximum number of recently opened files to remember" -UserPreferencesFilePaths.render_output_directory -> render_output_directory: string "The default directory for rendering output" -UserPreferencesFilePaths.save_version -> save_version: int "The number of old versions to maintain in the current directory, when manually saving" -UserPreferencesFilePaths.sequence_plugin_directory -> sequence_plugin_directory: string "The default directory to search for sequence plugins" -UserPreferencesFilePaths.hide_dot_files_datablocks -> show_hidden_files_datablocks: boolean "Hide files/datablocks that start with a dot(.*)" -UserPreferencesFilePaths.sounds_directory -> sounds_directory: string "The default directory to search for sounds" -UserPreferencesFilePaths.temporary_directory -> temporary_directory: string "The directory for storing temporary save files" -UserPreferencesFilePaths.texture_plugin_directory -> texture_plugin_directory: string "The default directory to search for texture plugins" -UserPreferencesFilePaths.textures_directory -> textures_directory: string "The default directory to search for textures" -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 -> use_filter_files: boolean "Display only files with extensions in the image select window" -UserPreferencesFilePaths.load_ui -> use_load_ui: boolean "Load user interface setup when loading .blend files" -UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean "Default relative path option for the file selector" -UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean "Enables automatic saving of preview images in the .blend file" -UserPreferencesInput.double_click_time -> double_click_time: int "The time (in ms) for a double click" -UserPreferencesInput.edited_keymaps -> edited_keymaps: collection, "(read-only)" -UserPreferencesInput.invert_zoom_direction -> invert_mouse_wheel_zoom: boolean "Invert the axis of mouse movement for zooming" -UserPreferencesInput.ndof_pan_speed -> ndof_pan_speed: int "The overall panning speed of an NDOF device, as percent of standard" -UserPreferencesInput.ndof_rotate_speed -> ndof_rotate_speed: int "The overall rotation speed of an NDOF device, as percent of standard" -UserPreferencesInput.select_mouse -> select_mouse: enum "The mouse button used for selection" -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 (doesnt 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.use_middle_mouse_paste -> use_mouse_mmb_paste: boolean "In text window, paste with middle mouse button instead of panning" -UserPreferencesInput.view_rotation -> view_rotation: enum "Rotation style in the viewport" -UserPreferencesInput.wheel_invert_zoom -> wheel_invert_zoom: boolean "Swap the Mouse Wheel zoom direction" -UserPreferencesInput.wheel_scroll_lines -> wheel_scroll_lines: int "The number of lines scrolled at a time with the mouse wheel" -UserPreferencesInput.zoom_axis -> zoom_axis: enum "Axis of mouse movement to zoom in or out on" -UserPreferencesInput.zoom_style -> zoom_style: enum "Which style to use for viewport scaling" -UserPreferencesSystem.audio_channels -> audio_channels: enum "Sets the audio channel count" -UserPreferencesSystem.audio_device -> audio_device: enum "Sets the audio output device" -UserPreferencesSystem.audio_mixing_buffer -> audio_mixing_buffer: enum "Sets the number of samples used by the audio mixing buffer" -UserPreferencesSystem.audio_sample_format -> audio_sample_format: enum "Sets the audio sample format" -UserPreferencesSystem.audio_sample_rate -> audio_sample_rate: enum "Sets the audio sample rate" -UserPreferencesSystem.clip_alpha -> clip_alpha: float "Clip alpha below this threshold in the 3D textured view" -UserPreferencesSystem.color_picker_type -> color_picker_type: enum "Different styles of displaying the color picker widget" -UserPreferencesSystem.dpi -> dpi: int "Font size and resolution for display" -UserPreferencesSystem.frame_server_port -> frame_server_port: int "Frameserver Port for Frameserver Rendering" -UserPreferencesSystem.gl_texture_limit -> gl_texture_limit: enum "Limit the texture size to save graphics memory" -UserPreferencesSystem.language -> language: enum "Language use for translation" -UserPreferencesSystem.memory_cache_limit -> memory_cache_limit: int "Memory cache limit in sequencer (megabytes)" -UserPreferencesSystem.prefetch_frames -> prefetch_frames: int "Number of frames to render ahead during playback" -UserPreferencesSystem.screencast_fps -> screencast_fps: int "Frame rate for the screencast to be played back" -UserPreferencesSystem.screencast_wait_time -> screencast_wait_time: int "Time in milliseconds between each frame recorded for screencast" -UserPreferencesSystem.scrollback -> scrollback: int "Maximum number of lines to store for the console buffer" -UserPreferencesSystem.solid_lights -> solid_lights: collection, "(read-only) Lights user to display objects in solid draw mode" -UserPreferencesSystem.texture_collection_rate -> texture_collection_rate: int "Number of seconds between each run of the GL texture garbage collector" -UserPreferencesSystem.texture_time_out -> texture_time_out: int "Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep textures allocated.)" -UserPreferencesSystem.use_antialiasing -> use_antialiasing: boolean "Use anti-aliasing for the 3D view (may impact redraw performance)" -UserPreferencesSystem.international_fonts -> use_international_fonts: boolean "Use international fonts" -UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean "Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)" -UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean "Enables automatic saving of preview images in the .blend file (Windows only)" -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.tabs_as_spaces -> use_tabs_as_spaces: boolean "Automatically converts all new tabs into spaces for new and loaded text files" -UserPreferencesSystem.use_textured_fonts -> use_textured_fonts: boolean "Use textures for drawing international fonts" -UserPreferencesSystem.translate_buttons -> use_translate_buttons: boolean "Translate button labels" -UserPreferencesSystem.translate_toolbox -> use_translate_toolbox: boolean "Translate toolbox menu" -UserPreferencesSystem.translate_tooltips -> use_translate_tooltips: boolean "Translate Tooltips" -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 -> use_weight_color_range: boolean "Enable color range used for weight visualization in weight painting mode" ++ * UserPreferencesEdit.auto_keying_mode -> auto_keying_mode: enum "Mode of automatic keyframe insertion for Objects and Bones" ++ * UserPreferencesEdit.grease_pencil_eraser_radius -> grease_pencil_eraser_radius: int "Radius of eraser brush" ++ * UserPreferencesEdit.grease_pencil_euclidean_distance -> grease_pencil_euclidean_distance: int "Distance moved by mouse when drawing stroke (in pixels) to include" ++ * UserPreferencesEdit.grease_pencil_manhattan_distance -> grease_pencil_manhattan_distance: int "Pixels moved by mouse per axis when drawing stroke" ++ * UserPreferencesEdit.keyframe_new_handle_type -> keyframe_new_handle_type: enum "NO DESCRIPTION" ++ * UserPreferencesEdit.keyframe_new_interpolation_type -> keyframe_new_interpolation_type: enum "NO DESCRIPTION" ++ * UserPreferencesEdit.material_link -> material_link: enum "Toggle whether the material is linked to object data or the object block" ++ * UserPreferencesEdit.object_align -> object_align: enum "When adding objects from a 3D View menu, either align them to that views direction or the world coordinates" ++ * UserPreferencesEdit.sculpt_paint_overlay_col -> sculpt_paint_overlay_color: float "Color of texture overlay" ++ * UserPreferencesEdit.undo_memory_limit -> undo_memory_limit: int "Maximum memory usage in megabytes (0 means unlimited)" ++ * UserPreferencesEdit.undo_steps -> undo_steps: int "Number of undo steps available (smaller values conserve memory)" ++ * UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean "Automatic keyframe insertion for Objects and Bones" ++ * 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 -> 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" ++ * UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_available: boolean "Automatic keyframe insertion in available curves" ++ * UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_keyingset: boolean "Automatic keyframe insertion using active Keying Set" ++ * UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed: boolean "Keyframe insertion only when keyframe needed" ++ * UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean "Current frame number can be manually set to a negative value" ++ * UserPreferencesEdit.use_visual_keying -> use_visual_keying: boolean "Use Visual keying automatically for constrained objects" ++ * UserPreferencesFilePaths.animation_player -> animation_player: string "Path to a custom animation/frame sequence player" ++ * UserPreferencesFilePaths.animation_player_preset -> animation_player_preset: enum "Preset configs for external animation players" ++ * UserPreferencesFilePaths.auto_save_time -> auto_save_time: int "The time (in minutes) to wait between automatic temporary saves" ++ * UserPreferencesFilePaths.fonts_directory -> font_directory: string "The default directory to search for loading fonts" ++ * UserPreferencesFilePaths.image_editor -> image_editor: string "Path to an image editor" ++ * UserPreferencesFilePaths.python_scripts_directory -> script_directory: string "The default directory to search for Python scripts (resets python module search path: sys.path)" ++ * UserPreferencesFilePaths.recent_files -> recent_files: int "Maximum number of recently opened files to remember" ++ * UserPreferencesFilePaths.render_output_directory -> render_output_directory: string "The default directory for rendering output" ++ * UserPreferencesFilePaths.save_version -> save_version: int "The number of old versions to maintain in the current directory, when manually saving" ++ * UserPreferencesFilePaths.sequence_plugin_directory -> sequence_plugin_directory: string "The default directory to search for sequence plugins" ++ * UserPreferencesFilePaths.hide_dot_files_datablocks -> show_hidden_files_datablocks: boolean "Hide files/datablocks that start with a dot(.*)" ++ * UserPreferencesFilePaths.sounds_directory -> sound_directory: string "The default directory to search for sounds" ++ * UserPreferencesFilePaths.temporary_directory -> temporary_directory: string "The directory for storing temporary save files" ++ * UserPreferencesFilePaths.texture_plugin_directory -> texture_plugin_directory: string "The default directory to search for texture plugins" ++ * UserPreferencesFilePaths.textures_directory -> texture_directory: string "The default directory to search for textures" ++ * 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 -> use_filter_files: boolean "Display only files with extensions in the image select window" ++ * UserPreferencesFilePaths.load_ui -> use_load_ui: boolean "Load user interface setup when loading .blend files" ++ * UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean "Default relative path option for the file selector" ++ * UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean "Enables automatic saving of preview images in the .blend file" ++ * UserPreferencesInput.double_click_time -> mouse_double_click_time: int "The time (in ms) for a double click" ++ * UserPreferencesInput.edited_keymaps -> edited_keymaps: collection, "(read-only)" ++ * UserPreferencesInput.invert_zoom_direction -> invert_mouse_wheel_zoom: boolean "Invert the axis of mouse movement for zooming" ++ * UserPreferencesInput.ndof_pan_speed -> ndof_pan_speed: int "The overall panning speed of an NDOF device, as percent of standard" ++ * UserPreferencesInput.ndof_rotate_speed -> ndof_rotate_speed: int "The overall rotation speed of an NDOF device, as percent of standard" ++ * UserPreferencesInput.select_mouse -> select_mouse: enum "The mouse button used for selection" ++ * UserPreferencesInput.continuous_mouse -> use_mouse_continuous: boolean "Allow moving the mouse outside the view on some manipulations (transform, ui control drag)" ++ * UserPreferencesInput.emulate_3_button_mouse -> use_mouse_emulate_3_button: boolean "Emulates Middle Mouse with Alt+LeftMouse (doesnt 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.use_middle_mouse_paste -> use_mouse_mmb_paste: boolean "In text window, paste with middle mouse button instead of panning" ++ * UserPreferencesInput.view_rotation -> view_rotate_method: enum "Rotation style in the viewport" ++ * UserPreferencesInput.wheel_invert_zoom -> invert_zoom_wheel: boolean "Swap the Mouse Wheel zoom direction" ++ * UserPreferencesInput.wheel_scroll_lines -> wheel_scroll_lines: int "The number of lines scrolled at a time with the mouse wheel" ++ * UserPreferencesInput.zoom_axis -> view_zoom_axis: enum "Axis of mouse movement to zoom in or out on" ++ * UserPreferencesInput.zoom_style -> view_zoom_method: enum "Which style to use for viewport scaling" ++ * UserPreferencesSystem.audio_channels -> audio_channels: enum "Sets the audio channel count" ++ * UserPreferencesSystem.audio_device -> audio_device: enum "Sets the audio output device" ++ * UserPreferencesSystem.audio_mixing_buffer -> audio_mixing_buffer: enum "Sets the number of samples used by the audio mixing buffer" ++ * UserPreferencesSystem.audio_sample_format -> audio_sample_format: enum "Sets the audio sample format" ++ * UserPreferencesSystem.audio_sample_rate -> audio_sample_rate: enum "Sets the audio sample rate" ++ * UserPreferencesSystem.clip_alpha -> gl_clip_alpha: float "Clip alpha below this threshold in the 3D textured view" ++ * UserPreferencesSystem.color_picker_type -> color_picker_type: enum "Different styles of displaying the color picker widget" ++ * UserPreferencesSystem.dpi -> dpi: int "Font size and resolution for display" ++ * UserPreferencesSystem.frame_server_port -> frame_server_port: int "Frameserver Port for Frameserver Rendering" ++ * UserPreferencesSystem.gl_texture_limit -> gl_texture_limit: enum "Limit the texture size to save graphics memory" ++ * UserPreferencesSystem.language -> language: enum "Language use for translation" ++ * UserPreferencesSystem.memory_cache_limit -> memory_cache_limit: int "Memory cache limit in sequencer (megabytes)" ++ * UserPreferencesSystem.prefetch_frames -> prefetch_frames: int "Number of frames to render ahead during playback" ++ * UserPreferencesSystem.screencast_fps -> screencast_fps: int "Frame rate for the screencast to be played back" ++ * UserPreferencesSystem.screencast_wait_time -> screencast_wait_time: int "Time in milliseconds between each frame recorded for screencast" ++ * UserPreferencesSystem.scrollback -> scrollback: int "Maximum number of lines to store for the console buffer" ++ * UserPreferencesSystem.solid_lights -> solid_lights: collection, "(read-only) Lights user to display objects in solid draw mode" ++ * UserPreferencesSystem.texture_collection_rate -> texture_collection_rate: int "Number of seconds between each run of the GL texture garbage collector" ++ * UserPreferencesSystem.texture_time_out -> texture_time_out: int "Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep textures allocated.)" ++ * UserPreferencesSystem.use_antialiasing -> use_antialiasing: boolean "Use anti-aliasing for the 3D view (may impact redraw performance)" ++ * UserPreferencesSystem.international_fonts -> use_international_fonts: boolean "Use international fonts" ++ * UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean "Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)" ++ * UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean "Enables automatic saving of preview images in the .blend file (Windows only)" ++ * 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.tabs_as_spaces -> use_tabs_as_spaces: boolean "Automatically converts all new tabs into spaces for new and loaded text files" ++ * UserPreferencesSystem.use_textured_fonts -> use_textured_fonts: boolean "Use textures for drawing international fonts" ++ * UserPreferencesSystem.translate_buttons -> use_translate_buttons: boolean "Translate button labels" ++ * UserPreferencesSystem.translate_toolbox -> use_translate_toolbox: boolean "Translate toolbox menu" ++ * UserPreferencesSystem.translate_tooltips -> use_translate_tooltips: boolean "Translate Tooltips" ++ * 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 -> use_weight_color_range: boolean "Enable color range used for weight visualization in weight painting mode" + * UserPreferencesSystem.weight_color_range -> weight_color_range: pointer, "(read-only) Color range used for weight visualization in weight painting mode" -UserPreferencesSystem.window_draw_method -> window_draw_method: enum "Drawing method used by the window manager" -UserPreferencesView.manipulator_handle_size -> manipulator_handle_size: int "Size of widget handles as percentage of widget radius" -UserPreferencesView.manipulator_hotspot -> manipulator_hotspot: int "Hotspot in pixels for clicking widget handles" -UserPreferencesView.manipulator_size -> manipulator_size: int "Diameter of widget, in 10 pixel units" -UserPreferencesView.mini_axis_brightness -> mini_axis_brightness: int "The brightness of the icon" -UserPreferencesView.mini_axis_size -> mini_axis_size: int "The axis icons size" -UserPreferencesView.object_origin_size -> object_origin_size: int "Diameter in Pixels for Object/Lamp origin display" -UserPreferencesView.open_left_mouse_delay -> open_left_mouse_delay: int "Time in 1/10 seconds to hold the Left Mouse Button before opening the toolbox" -UserPreferencesView.open_right_mouse_delay -> open_right_mouse_delay: int "Time in 1/10 seconds to hold the Right Mouse Button before opening the toolbox" -UserPreferencesView.open_sublevel_delay -> open_sublevel_delay: int "Time delay in 1/10 seconds before automatically opening sub level menus" -UserPreferencesView.open_toplevel_delay -> open_toplevel_delay: int "Time delay in 1/10 seconds before automatically opening top level menus" -UserPreferencesView.rotation_angle -> rotation_angle: int "The rotation step for numerical pad keys (2 4 6 8)" -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.show_mini_axis -> show_mini_axis: boolean "Show a small rotating 3D axis in the bottom left corner of the 3D View" -UserPreferencesView.display_object_info -> show_object_info: boolean "Display objects name and frame number in 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.tooltips -> show_tooltips: boolean "Display tooltips" -UserPreferencesView.show_view_name -> show_view_name: boolean "Show the name of the views direction in each 3D View" -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.auto_perspective -> use_auto_perspective: boolean "Automatically switch between orthographic and perspective when changing from top/front/side views" -UserPreferencesView.directional_menus -> use_directional_menus: boolean "Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction" -UserPreferencesView.global_pivot -> use_global_pivot: boolean "Lock the same rotation/scaling pivot in all 3D Views" -UserPreferencesView.global_scene -> use_global_scene: boolean "Forces the current Scene to be displayed in all Screens" -UserPreferencesView.auto_depth -> use_mouse_auto_depth: boolean "Use the depth under the mouse to improve view pan/rotate/zoom functionality" -UserPreferencesView.open_mouse_over -> use_mouse_over_open: boolean "Open menu buttons and pulldowns automatically when the mouse is hovering" -UserPreferencesView.rotate_around_selection -> use_rotate_around_selection: boolean "Use selection as the pivot point" -UserPreferencesView.zoom_to_mouse -> use_zoom_to_mouse: boolean "Zoom in towards the mouse pointers position in the 3D view, rather than the 2D window center" -UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_spacing_min: int "Minimum number of pixels between each gridline in 2D Viewports" -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" -UserSolidLight.specular_color -> specular_color: float "The color of the lights specular highlight" -UserSolidLight.enabled -> use: boolean "Enable this OpenGL light in solid draw mode" -ValueNodeSocket.default_value -> default_value: float "Default value of the socket when no link is attached" -ValueNodeSocket.name -> name: string, "(read-only) Socket name" -VectorNodeSocket.default_value -> default_value: float "Default value of the socket when no link is attached" -VectorNodeSocket.name -> name: string, "(read-only) Socket name" -VertexGroup.index -> index: int, "(read-only) Index number of the vertex group" -VertexGroup.name -> name: string "Vertex group name" -VertexGroupElement.group -> group: int, "(read-only)" -VertexGroupElement.weight -> weight: float "Vertex Weight" -VoxelData.domain_object -> domain_object: pointer "Object used as the smoke simulation domain" -VoxelData.extension -> extension: enum "Sets how the texture is extrapolated past its original bounds" -VoxelData.file_format -> file_format: enum "Format of the source data set to render" -VoxelData.intensity -> intensity: float "Multiplier for intensity values" -VoxelData.interpolation -> interpolation: enum "Method to interpolate/smooth values between voxel cells" -VoxelData.resolution -> resolution: int "Resolution of the voxel grid" -VoxelData.smoke_data_type -> smoke_data_type: enum "Simulation value to be used as a texture" -VoxelData.source_path -> source_path: string "The external source data file to use" -VoxelData.still_frame_number -> still_frame: int "The frame number to always use" -VoxelData.still -> use_still_frame: boolean "Always render a still frame from the voxel data sequence" -Window.screen -> screen: pointer "Active screen showing in the window" -WorldLighting.adapt_to_speed -> adapt_to_speed: float "Use the speed vector pass to reduce AO samples in fast moving pixels. Higher values result in more aggressive sample reduction. Requires Vec pass enabled (for Raytrace Adaptive QMC)" -WorldLighting.ao_blend_mode -> ao_blend_type: enum "Defines how AO mixes with material shading" -WorldLighting.ao_factor -> ao_factor: float "Factor for ambient occlusion blending" -WorldLighting.bias -> bias: float "Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered)" -WorldLighting.correction -> correction: float "Ad-hoc correction for over-occlusion due to the approximation (for Approximate)" -WorldLighting.distance -> distance: float "Length of rays, defines how far away other faces give occlusion effect" -WorldLighting.environment_color -> environment_color: enum "Defines where the color of the environment light comes from" -WorldLighting.environment_energy -> environment_energy: float "Defines the strength of environment light" -WorldLighting.error_tolerance -> error_tolerance: float "Low values are slower and higher quality (for Approximate)" -WorldLighting.falloff_strength -> falloff_strength: float "Distance attenuation factor, the higher, the shorter the shadows" -WorldLighting.gather_method -> gather_method: enum "NO DESCRIPTION" -WorldLighting.indirect_bounces -> indirect_bounces: int "Number of indirect diffuse light bounces to use for approximate ambient occlusion" -WorldLighting.indirect_factor -> indirect_factor: float "Factor for how much surrounding objects contribute to light" -WorldLighting.passes -> passes: int "Number of preprocessing passes to reduce overocclusion (for approximate ambient occlusion)" -WorldLighting.sample_method -> sample_method: enum "Method for generating shadow samples (for Raytrace)" -WorldLighting.samples -> samples: int "Amount of ray samples. Higher values give smoother results and longer rendering times" -WorldLighting.threshold -> threshold: float "Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC)" -WorldLighting.use_ambient_occlusion -> use_ambient_occlusian: boolean "Use Ambient Occlusion to add shadowing based on distance between objects" -WorldLighting.pixel_cache -> use_cache: boolean "Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)" -WorldLighting.use_environment_lighting -> use_environment_lighting: boolean "Add light coming from the environment" -WorldLighting.falloff -> use_falloff: boolean "NO DESCRIPTION" -WorldLighting.use_indirect_lighting -> use_indirect_lighting: boolean "Add indirect light bouncing of surrounding objects" -WorldMistSettings.depth -> depth: float "The distance over which the mist effect fades in" -WorldMistSettings.falloff -> falloff: enum "Type of transition used to fade mist" -WorldMistSettings.height -> height: float "Control how much mist density decreases with height" -WorldMistSettings.intensity -> intensity: float "Intensity of the mist effect" -WorldMistSettings.start -> start: float "Starting distance of the mist, measured from the camera" -WorldMistSettings.use_mist -> use_mist: boolean "Occlude objects with the environment color as they are further away" -WorldStarsSettings.average_separation -> average_separation: float "Average distance between any two stars" -WorldStarsSettings.color_randomization -> color_randomization: float "Randomize star colors" -WorldStarsSettings.min_distance -> distance_min: float "Minimum distance to the camera for stars" -WorldStarsSettings.size -> size: float "Average screen dimension of stars" -WorldStarsSettings.use_stars -> use_stars: boolean "Enable starfield generation" ++ * UserPreferencesSystem.window_draw_method -> window_draw_method: enum "Drawing method used by the window manager" ++ * UserPreferencesView.manipulator_handle_size -> manipulator_handle_size: int "Size of widget handles as percentage of widget radius" ++ * UserPreferencesView.manipulator_hotspot -> manipulator_hotspot: int "Hotspot in pixels for clicking widget handles" ++ * UserPreferencesView.manipulator_size -> manipulator_size: int "Diameter of widget, in 10 pixel units" ++ * UserPreferencesView.mini_axis_brightness -> mini_axis_brightness: int "The brightness of the icon" ++ * UserPreferencesView.mini_axis_size -> mini_axis_size: int "The axis icons size" ++ * UserPreferencesView.object_origin_size -> object_origin_size: int "Diameter in Pixels for Object/Lamp origin display" ++ * UserPreferencesView.open_left_mouse_delay -> open_left_mouse_delay: int "Time in 1/10 seconds to hold the Left Mouse Button before opening the toolbox" ++ * UserPreferencesView.open_right_mouse_delay -> open_right_mouse_delay: int "Time in 1/10 seconds to hold the Right Mouse Button before opening the toolbox" ++ * UserPreferencesView.open_sublevel_delay -> open_sublevel_delay: int "Time delay in 1/10 seconds before automatically opening sub level menus" ++ * UserPreferencesView.open_toplevel_delay -> open_toplevel_delay: int "Time delay in 1/10 seconds before automatically opening top level menus" ++ * UserPreferencesView.rotation_angle -> rotation_angle: int "The rotation step for numerical pad keys (2 4 6 8)" ++ * 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.show_mini_axis -> show_mini_axis: boolean "Show a small rotating 3D axis in the bottom left corner of the 3D View" ++ * UserPreferencesView.display_object_info -> show_object_info: boolean "Display objects name and frame number in 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.tooltips -> show_tooltips: boolean "Display tooltips" ++ * UserPreferencesView.show_view_name -> show_view_name: boolean "Show the name of the views direction in each 3D View" ++ * 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.auto_perspective -> use_auto_perspective: boolean "Automatically switch between orthographic and perspective when changing from top/front/side views" ++ * UserPreferencesView.directional_menus -> use_directional_menus: boolean "Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction" ++ * UserPreferencesView.global_pivot -> use_global_pivot: boolean "Lock the same rotation/scaling pivot in all 3D Views" ++ * UserPreferencesView.global_scene -> use_global_scene: boolean "Forces the current Scene to be displayed in all Screens" ++ * UserPreferencesView.auto_depth -> use_mouse_auto_depth: boolean "Use the depth under the mouse to improve view pan/rotate/zoom functionality" ++ * UserPreferencesView.open_mouse_over -> use_mouse_over_open: boolean "Open menu buttons and pulldowns automatically when the mouse is hovering" ++ * UserPreferencesView.rotate_around_selection -> use_rotate_around_active: boolean "Use selection as the pivot point" ++ * UserPreferencesView.zoom_to_mouse -> use_zoom_to_mouse: boolean "Zoom in towards the mouse pointers position in the 3D view, rather than the 2D window center" ++ * UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_spacing_min: int "Minimum number of pixels between each gridline in 2D Viewports" ++ * 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" ++ * UserSolidLight.specular_color -> specular_color: float "The color of the lights specular highlight" ++ * UserSolidLight.enabled -> use: boolean "Enable this OpenGL light in solid draw mode" ++ * ValueNodeSocket.default_value -> default_value: float "Default value of the socket when no link is attached" ++ * ValueNodeSocket.name -> name: string, "(read-only) Socket name" ++ * VectorNodeSocket.default_value -> default_value: float "Default value of the socket when no link is attached" ++ * VectorNodeSocket.name -> name: string, "(read-only) Socket name" ++ * VertexGroup.index -> index: int, "(read-only) Index number of the vertex group" ++ * VertexGroup.name -> name: string "Vertex group name" ++ * VertexGroupElement.group -> group: int, "(read-only)" ++ * VertexGroupElement.weight -> weight: float "Vertex Weight" ++ * VoxelData.domain_object -> domain_object: pointer "Object used as the smoke simulation domain" ++ * VoxelData.extension -> extension: enum "Sets how the texture is extrapolated past its original bounds" ++ * VoxelData.file_format -> file_format: enum "Format of the source data set to render" ++ * VoxelData.intensity -> intensity: float "Multiplier for intensity values" ++ * VoxelData.interpolation -> interpolation: enum "Method to interpolate/smooth values between voxel cells" ++ * VoxelData.resolution -> resolution: int "Resolution of the voxel grid" ++ * VoxelData.smoke_data_type -> smoke_data_type: enum "Simulation value to be used as a texture" ++ * VoxelData.source_path -> filepath: string "The external source data file to use" ++ * VoxelData.still_frame_number -> still_frame: int "The frame number to always use" ++ * VoxelData.still -> use_still_frame: boolean "Always render a still frame from the voxel data sequence" ++ * Window.screen -> screen: pointer "Active screen showing in the window" ++ * WorldLighting.adapt_to_speed -> adapt_to_speed: float "Use the speed vector pass to reduce AO samples in fast moving pixels. Higher values result in more aggressive sample reduction. Requires Vec pass enabled (for Raytrace Adaptive QMC)" ++ * WorldLighting.ao_blend_mode -> ao_blend_type: enum "Defines how AO mixes with material shading" ++ * WorldLighting.ao_factor -> ao_factor: float "Factor for ambient occlusion blending" ++ * WorldLighting.bias -> bias: float "Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered)" ++ * WorldLighting.correction -> correction: float "Ad-hoc correction for over-occlusion due to the approximation (for Approximate)" ++ * WorldLighting.distance -> distance: float "Length of rays, defines how far away other faces give occlusion effect" ++ * WorldLighting.environment_color -> environment_color: enum "Defines where the color of the environment light comes from" ++ * WorldLighting.environment_energy -> environment_energy: float "Defines the strength of environment light" ++ * WorldLighting.error_tolerance -> error_threshold: float "Low values are slower and higher quality (for Approximate)" ++ * WorldLighting.falloff_strength -> falloff_strength: float "Distance attenuation factor, the higher, the shorter the shadows" ++ * WorldLighting.gather_method -> gather_method: enum "NO DESCRIPTION" ++ * WorldLighting.indirect_bounces -> indirect_bounces: int "Number of indirect diffuse light bounces to use for approximate ambient occlusion" ++ * WorldLighting.indirect_factor -> indirect_factor: float "Factor for how much surrounding objects contribute to light" ++ * WorldLighting.passes -> passes: int "Number of preprocessing passes to reduce overocclusion (for approximate ambient occlusion)" ++ * WorldLighting.sample_method -> sample_method: enum "Method for generating shadow samples (for Raytrace)" ++ * WorldLighting.samples -> samples: int "Amount of ray samples. Higher values give smoother results and longer rendering times" ++ * WorldLighting.threshold -> threshold: float "Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC)" ++ * WorldLighting.use_ambient_occlusion -> use_ambient_occlusian: boolean "Use Ambient Occlusion to add shadowing based on distance between objects" ++ * WorldLighting.pixel_cache -> use_cache: boolean "Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)" ++ * WorldLighting.use_environment_lighting -> use_environment_light: boolean "Add light coming from the environment" ++ * WorldLighting.falloff -> use_falloff: boolean "NO DESCRIPTION" ++ * WorldLighting.use_indirect_lighting -> use_indirect_light: boolean "Add indirect light bouncing of surrounding objects" ++ * WorldMistSettings.depth -> depth: float "The distance over which the mist effect fades in" ++ * WorldMistSettings.falloff -> falloff: enum "Type of transition used to fade mist" ++ * WorldMistSettings.height -> height: float "Control how much mist density decreases with height" ++ * WorldMistSettings.intensity -> intensity: float "Intensity of the mist effect" ++ * WorldMistSettings.start -> start: float "Starting distance of the mist, measured from the camera" ++ * WorldMistSettings.use_mist -> use_mist: boolean "Occlude objects with the environment color as they are further away" ++ * WorldStarsSettings.average_separation -> average_separation: float "Average distance between any two stars" ++ * WorldStarsSettings.color_randomization -> color_random: float "Randomize star colors" ++ * WorldStarsSettings.min_distance -> distance_min: float "Minimum distance to the camera for stars" ++ * WorldStarsSettings.size -> size: float "Average screen dimension of stars" ++ * WorldStarsSettings.use_stars -> use_stars: boolean "Enable starfield generation" \ No newline at end of file -- cgit v1.2.3