From 097a6ca926b48f40547f2e11a413f9f86db01a2e Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Fri, 20 Aug 2010 02:08:43 +0000 Subject: rna remaining that negates values --- .../makesrna/rna_cleanup/rna_properties.txt | 40 +++++++++++----------- 1 file changed, 20 insertions(+), 20 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 b94069c27c4..3b72ecc5468 100644 --- a/source/blender/makesrna/rna_cleanup/rna_properties.txt +++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt @@ -1413,7 +1413,7 @@ + * 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)" +#ID|Material.use_mist -> use_mist: boolean "Use mist with this material (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" @@ -1480,8 +1480,8 @@ #+ * ID|MetaBall.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" #+ * ID|MetaBall.elements -> elements: collection, "(read-only) Meta elements" #+ * ID|MetaBall.materials -> materials: collection, "(read-only)" - + * ID|MetaBall.render_size -> render_resolution: float "Polygonization resolution in rendering" - + * ID|MetaBall.wire_size -> resolution: float "Polygonization resolution in the 3D viewport" +#ID|MetaBall.render_resolution -> render_resolution: float "Polygonization resolution in rendering" +#ID|MetaBall.resolution -> resolution: float "Polygonization resolution in the 3D viewport" #ID|MetaBall.texspace_location -> texspace_location: float[3] "Texture space location" #+ * ID|MetaBall.texspace_size -> texspace_size: float[3] "Texture space size" #+ * ID|MetaBall.threshold -> threshold: float "Influence of meta elements" @@ -2010,7 +2010,7 @@ #+ * LampSkySettings.sky_color_space -> sky_color_space: enum "Color space to use for internal XYZ->RGB color conversion" #+ * LampSkySettings.sky_exposure -> sky_exposure: float "Strength of sky shading exponential exposure correction" #+ * LampSkySettings.spread -> spread: float "Horizon Spread" - + * LampSkySettings.sun_brightness -> sun_intensity: float "Sun brightness" +#+ * LampSkySettings.sun_brightness -> sun_brightness: float "Sun brightness" #+ * LampSkySettings.sun_intensity -> sun_intensity: float "Sun intensity" #+ * LampSkySettings.sun_size -> sun_size: float "Sun size" #+ * LampSkySettings.use_atmosphere -> use_atmosphere: boolean "Apply sun effect on atmosphere" @@ -2335,7 +2335,7 @@ + * Modifier|MirrorModifier.y -> use_y: boolean "Enable Y axis mirror" + * Modifier|MirrorModifier.z -> use_z: boolean "Enable Z axis mirror" #+ * Modifier|MultiresModifier.filepath -> filepath: string "Path to external displacements file" - + * Modifier|MultiresModifier.external -> is_external: boolean, "(read-only) Store multires displacements outside the .blend file, to save memory" +#Modifier|MultiresModifier.is_external -> is_external: boolean, "(read-only) Store multires displacements outside the .blend file, to save memory" #+ * Modifier|MultiresModifier.levels -> levels: int "Number of subdivisions to use in the viewport" #+ * Modifier|MultiresModifier.render_levels -> render_levels: int "NO DESCRIPTION" #+ * Modifier|MultiresModifier.sculpt_levels -> sculpt_levels: int "Number of subdivisions to use in sculpt mode" @@ -2712,7 +2712,7 @@ #+ * 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_backface_culling -> 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)" @@ -2721,12 +2721,12 @@ #+ * 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[3] "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.radial_symmetry -> radial_symmetry: int[3] "Number of times to copy strokes across the surface" #+ * 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|Sculpt.use_symmetry_x -> use_symmetry_x: boolean "Mirror brush across the X axis" +#Paint|Sculpt.use_symmetry_y -> use_symmetry_y: boolean "Mirror brush across the Y axis" +#Paint|Sculpt.use_symmetry_z -> use_symmetry_z: boolean "Mirror brush across the Z axis" +#Paint|Sculpt.use_threaded -> use_threaded: boolean "Take advantage of multiple CPU cores to improve sculpting performance" + * 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" @@ -2909,12 +2909,9 @@ #+ * PoseBone.ik_stretch -> ik_stretch: float "Allow scaling of the bone for IK" #PoseBone.is_in_ik_chain -> is_in_ik_chain: boolean, "(read-only) Is part of an IK chain" #+ * PoseBone.location -> location: float[3] "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_ik_x -> lock_ik_x: boolean "Disallow movement around the X axis" +#PoseBone.lock_ik_y -> lock_ik_y: boolean "Disallow movement around the Y axis" +#PoseBone.lock_ik_z -> lock_ik_z: boolean "Disallow movement around the Z axis" #+ * PoseBone.lock_location -> lock_location: boolean[3] "Lock editing of location in the interface" #+ * PoseBone.lock_rotation -> lock_rotation: boolean[3] "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" @@ -2933,6 +2930,9 @@ #+ * PoseBone.scale -> scale: float[3] "NO DESCRIPTION" #+ * PoseBone.select -> select: boolean "NO DESCRIPTION" #+ * PoseBone.tail -> tail: float[3], "(read-only) Location of tail of the channels bone" + + * PoseBone.ik_limit_x -> use_ik_limit_x: boolean "Limit movement around the X axis" + + * PoseBone.ik_limit_y -> use_ik_limit_y: boolean "Limit movement around the Y axis" + + * PoseBone.ik_limit_z -> use_ik_limit_z: boolean "Limit movement around the Z axis" + * 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" @@ -2984,7 +2984,7 @@ #+ * RegionView3D.lock_rotation -> lock_rotation: boolean "Lock view rotation in side views" #+ * RegionView3D.perspective_matrix -> perspective_matrix: float[16], "(read-only) Current perspective matrix of the 3D region" #RegionView3D.show_sync_view -> 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.use_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[3] "View pivot location" #+ * RegionView3D.view_matrix -> view_matrix: float[16], "(read-only) Current view matrix of the 3D region" @@ -3566,7 +3566,7 @@ #SmokeFlowSettings.particle_system -> particle_system: pointer "Particle systems emitted from the object" #+ * SmokeFlowSettings.temperature -> temperature: float "Temperature difference to ambient temperature" #SmokeFlowSettings.use_absolute -> use_absolute: boolean "Only allows given density value in emitter area." - +NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean "Deletes smoke from simulation" +#SmokeFlowSettings.use_outflow -> use_outflow: boolean "Deletes smoke from simulation" #SmokeFlowSettings.velocity_factor -> 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" @@ -3922,7 +3922,7 @@ + * 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.use_old_bump -> use_old_bump: boolean "Use old bump mapping (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|WorldTextureSlot.blend_factor -> blend_factor: float "Amount texture affects color progression of the background" -- cgit v1.2.3