From af06e281c03edf96c53ba67ea96e587ca9fd92f6 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Mon, 12 Jul 2010 20:17:23 +0000 Subject: RNA cleanup: first pass over booleans, still 380 marked as TODO. --- .../blender/makesrna/rna_cleanup/rna_booleans.txt | 790 ++++++++++----------- 1 file changed, 392 insertions(+), 398 deletions(-) (limited to 'source/blender/makesrna/rna_cleanup') diff --git a/source/blender/makesrna/rna_cleanup/rna_booleans.txt b/source/blender/makesrna/rna_cleanup/rna_booleans.txt index 4cae982183c..a2d3760d5a3 100644 --- a/source/blender/makesrna/rna_cleanup/rna_booleans.txt +++ b/source/blender/makesrna/rna_cleanup/rna_booleans.txt @@ -1,11 +1,11 @@ -ActionActuator.continue_last_frame -> continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time +TODO * ActionActuator.continue_last_frame -> continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time ActionGroup.expanded -> show_expanded: boolean Action Group is expanded ActionGroup.locked -> lock: boolean Action Group is locked ActionGroup.selected -> select: boolean Action Group is selected Actuator.expanded -> show_expanded: boolean Set actuator expanded in the user interface AnimData.nla_enabled -> use_nla: boolean NLA stack is evaluated when evaluating this block AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight: boolean Emphasize position of keyframes on Motion Paths -AnimVizMotionPaths.search_all_action_keyframes -> use_keyframe_action_all: boolean For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower) +AnimVizMotionPaths.search_all_action_keyframes -> show_keyframe_action_all: boolean For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower) AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean Show frame numbers on Motion Paths AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean Show frame numbers of Keyframes on Motion Paths AnimVizOnionSkinning.only_selected -> show_only_selected: boolean For Pose-Mode drawing, only draw ghosts for selected bones @@ -13,35 +13,33 @@ Area.show_menus -> show_menus: boolean Show menus in the header AreaLamp.dither -> use_dither: boolean Use 2x2 dithering for sampling (Constant Jittered sampling) AreaLamp.jitter -> use_jitter: boolean Use noise for sampling (Constant Jittered sampling) AreaLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects -AreaLamp.shadow_layer -> use_only_shadow_layer: boolean Causes only objects on the same layer to cast shadows +AreaLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows AreaLamp.umbra -> use_umbra: boolean Emphasize parts that are fully shadowed (Constant Jittered sampling) Armature.auto_ik -> use_auto_ik: boolean Add temporaral IK constraints while grabbing bones in Pose Mode -Armature.deform_bbone_rest -> use_deform_b_bone_rest: boolean Make B-Bones deform already in Rest Position -Armature.deform_envelope -> use_deform_envelope: boolean Enable Bone Envelopes when defining deform -Armature.deform_quaternion -> use_deform_quaternion: boolean Enable deform rotation with Quaternions -Armature.deform_vertexgroups -> use_deform_vertexgroups: boolean Enable Vertex Groups when defining deform -Armature.delay_deform -> use_deform_delay: boolean Don't deform children when manipulating bones in Pose Mode +TODO * Armature.deform_envelope -> use_deform_envelope: boolean Enable Bone Envelopes when defining deform +TODO * Armature.deform_quaternion -> use_deform_quaternion: boolean Enable deform rotation with Quaternions +TODO * Armature.deform_vertexgroups -> use_deform_vertexgroups: boolean Enable Vertex Groups when defining deform +TODO * Armature.delay_deform -> use_deform_delay: boolean Don't deform children when manipulating bones in Pose Mode Armature.draw_axes -> show_axes: boolean Draw bone axes -Armature.draw_custom_bone_shapes -> show_bone_custom: boolean Draw bones with their custom shapes +Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean Draw bones with their custom shapes Armature.draw_group_colors -> show_group_colors: boolean Draw bone group colors Armature.draw_names -> show_names: boolean Draw bone names -Armature.ghost_only_selected -> show_only_ghost_selected: boolean +TODO * Armature.ghost_only_selected -> show_only_ghost_selected: boolean Armature.layer -> layer: boolean Armature layer visibility -Armature.layer_protection -> layer_protect: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo +Armature.layer_protection -> layer_protected: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo Armature.x_axis_mirror -> use_mirror_x: boolean Apply changes to matching bone on opposite side of X-Axis -ArmatureModifier.b_bone_rest -> use_b_bone_rest: boolean Make B-Bones deform already in rest position -ArmatureModifier.invert -> use_vertex_group_invert: boolean Invert vertex group influence -ArmatureModifier.multi_modifier -> use_multi_modifier: boolean Use same input as previous modifier, and mix results using overall vgroup -ArmatureModifier.quaternion -> use_preserve_volume: boolean Deform rotation interpolation with quaternions -ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean -ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean +ArmatureModifier.invert -> invert_vertex_group: boolean Invert vertex group influence +TODO * ArmatureModifier.multi_modifier -> use_multi_modifier: boolean Use same input as previous modifier, and mix results using overall vgroup +TODO * ArmatureModifier.quaternion -> use_preserve_volume: boolean Deform rotation interpolation with quaternions +TODO * ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean +TODO * ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean ArrayModifier.add_offset_object -> use_object_offset: boolean Add another object's transformation to the total offset ArrayModifier.constant_offset -> use_constant_offset: boolean Add a constant offset -ArrayModifier.merge_adjacent_vertices -> use_merge_vertex: boolean Merge vertices in adjacent duplicates -ArrayModifier.merge_end_vertices -> use_merge_vertex_end: boolean Merge vertices in first and last duplicates +TODO * ArrayModifier.merge_adjacent_vertices -> use_merge_vertex: boolean Merge vertices in adjacent duplicates +TODO * ArrayModifier.merge_end_vertices -> use_merge_vertex_end: boolean Merge vertices in first and last duplicates ArrayModifier.relative_offset -> use_relative_offset: boolean Add an offset relative to the object's bounding box BackgroundImage.show_expanded -> show_expanded: boolean Show the expanded in the user interface -BevelModifier.only_vertices -> use_only_vertex: boolean Bevel verts/corners, not edges +TODO * BevelModifier.only_vertices -> use_only_vertex: boolean Bevel verts/corners, not edges BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status @@ -49,23 +47,23 @@ BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle BoidRule.in_air -> use_in_air: boolean Use rule when boid is flying BoidRule.on_land -> use_on_land: boolean Use rule when boid is on land BoidRuleAvoid.predict -> use_predict: boolean Predict target movement -BoidRuleAvoidCollision.boids -> use_avoid: boolean Avoid collision with other boids -BoidRuleAvoidCollision.deflectors -> use_deflect: boolean Avoid collision with deflector objects +TODO * BoidRuleAvoidCollision.boids -> use_avoid: boolean Avoid collision with other boids +TODO * BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean Avoid collision with deflector objects BoidRuleFollowLeader.line -> use_line: boolean Follow leader in a line BoidRuleGoal.predict -> use_predict: boolean Predict target movement BoidSettings.allow_climb -> use_climb: boolean Allow boids to climb goal objects BoidSettings.allow_flight -> use_flight: boolean Allow boids to move in air BoidSettings.allow_land -> use_land: boolean Allow boids to move on land -Bone.connected -> use_connect: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail -Bone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects -Bone.deform -> use_deform: boolean Bone does not deform any geometry +TODO * Bone.connected -> use_connect: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail +TODO * Bone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects +TODO * Bone.deform -> use_deform: boolean Bone does not deform any geometry Bone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) -Bone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone +TODO * Bone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone Bone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone Bone.layer -> layer: boolean Layers bone exists in -Bone.local_location -> use_local_location: boolean Bone location is set in local space -Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence +TODO * Bone.local_location -> use_local_location: boolean Bone location is set in local space +TODO * Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence TODO * Bone.restrict_select -> restrict_select: boolean Bone is able to be selected Bone.selected -> select: boolean BooleanProperty.default -> default: boolean, (read-only) Default value for this number @@ -74,16 +72,16 @@ Brush.use_accumulate -> use_accumulate: boolean Accumulate stroke dabs on Brush.use_airbrush -> use_airbrush: boolean Keep applying paint effect while holding mouse (spray) Brush.use_alpha -> use_alpha: boolean When this is disabled, lock alpha while painting Brush.use_anchor -> use_anchor: boolean Keep the brush anchored to the initial location -Brush.use_jitter_pressure -> use_jitter_pressure: boolean Enable tablet pressure sensitivity for jitter +Brush.use_jitter_pressure -> use_pressure_jitter: boolean Enable tablet pressure sensitivity for jitter Brush.use_persistent -> use_persistent: boolean Sculpts on a persistent layer of the mesh Brush.use_rake -> use_rake: boolean Rotate the brush texture to match the stroke direction -Brush.use_size_pressure -> use_size_pressure: boolean Enable tablet pressure sensitivity for size +Brush.use_size_pressure -> use_pressure_size: boolean Enable tablet pressure sensitivity for size Brush.use_smooth_stroke -> use_smooth_stroke: boolean Brush lags behind mouse and follows a smoother path Brush.use_space -> use_space: boolean Limit brush application to the distance specified by spacing -Brush.use_spacing_pressure -> use_spacing_pressure: boolean Enable tablet pressure sensitivity for spacing -Brush.use_strength_pressure -> use_strength_pressure: boolean Enable tablet pressure sensitivity for strength +Brush.use_spacing_pressure -> use_pressure_spacing: boolean Enable tablet pressure sensitivity for spacing +Brush.use_strength_pressure -> use_pressure_strength: boolean Enable tablet pressure sensitivity for strength Brush.use_wrap -> use_wrap: boolean Enable torus wrapping while painting -BuildModifier.randomize -> use_random: boolean Randomize the faces or edges during build +TODO * BuildModifier.randomize -> use_random: boolean Randomize the faces or edges during build Camera.panorama -> use_panorama: boolean Render the scene with a cylindrical camera for pseudo-fisheye lens effects Camera.show_limits -> show_limits: boolean Draw the clipping range and focus point on the camera Camera.show_mist -> show_mist: boolean Draw a line from the Camera to indicate the mist area @@ -110,23 +108,23 @@ ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean ClothSettings.pin_cloth -> use_pin_cloth: boolean Enable pinning of cloth vertices to other objects/positions ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean If enabled, stiffness can be scaled along a weight painted vertex group TODO * CollisionSensor.collision_type -> collision_type: boolean Toggle collision on material or property -CollisionSensor.pulse -> use_pulse: boolean Changes to the set of colliding objects generates pulse -CollisionSettings.enabled -> use_collision: boolean Enable this objects as a collider for physics systems -CollisionSettings.kill_particles -> use_particle_kill: boolean Kill collided particles -CompositorNodeAlphaOver.convert_premul -> use_convert_premultiply: boolean +TODO * CollisionSensor.pulse -> use_pulse: boolean Changes to the set of colliding objects generates pulse +TODO * CollisionSettings.enabled -> use_collision: boolean Enable this objects as a collider for physics systems +TODO * CollisionSettings.kill_particles -> use_particle_kill: boolean Kill collided particles +TODO * CompositorNodeAlphaOver.convert_premul -> use_convert_premultiply: boolean CompositorNodeBlur.bokeh -> use_bokeh: boolean -CompositorNodeBlur.gamma -> use_gamma_correct: boolean +TODO * CompositorNodeBlur.gamma -> use_gamma_correct: boolean CompositorNodeBlur.relative -> use_relative: boolean CompositorNodeColorSpill.unspill -> use_unspill: boolean Compensate all channels (diffenrently) by hand CompositorNodeCrop.crop_size -> use_crop_size: boolean Whether to crop the size of the input image CompositorNodeDBlur.wrap -> use_wrap: boolean -CompositorNodeDefocus.gamma_correction -> use_gamma_correct: boolean Enable gamma correction before and after main process +TODO * CompositorNodeDefocus.gamma_correction -> use_gamma_correct: boolean Enable gamma correction before and after main process CompositorNodeDefocus.preview -> use_preview: boolean Enable sampling mode, useful for preview when using low samplecounts CompositorNodeDefocus.use_zbuffer -> use_zbuffer: boolean Disable when using an image as input instead of actual zbuffer (auto enabled if node not image based, eg. time node) CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean Simple star filter: add 45 degree rotation offset CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean CompositorNodeImage.cyclic -> use_cyclic: boolean -CompositorNodeInvert.alpha -> use_alpha: boolean +TODO * CompositorNodeInvert.alpha -> use_alpha: boolean CompositorNodeInvert.rgb -> invert_rgb: boolean CompositorNodeLensdist.fit -> use_fit: boolean For positive distortion factor only: scale image such that black areas are not visible CompositorNodeLensdist.jitter -> use_jitter: boolean Enable/disable jittering; faster, but also noisier @@ -135,20 +133,20 @@ CompositorNodeMapValue.use_max -> use_max: boolean CompositorNodeMapValue.use_min -> use_min: boolean CompositorNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation CompositorNodeOutputFile.exr_half -> use_exr_half: boolean -CompositorNodeVecBlur.curved -> use_curve: boolean Interpolate between frames in a bezier curve, rather than linearly -TODO * Constraint.active -> active: boolean Constraint is the one being edited +CompositorNodeVecBlur.curved -> use_curved: boolean Interpolate between frames in a bezier curve, rather than linearly +Constraint.active -> active: boolean Constraint is the one being edited Constraint.disabled -> is_valid: boolean, (read-only) Constraint has invalid settings and will not be evaluated Constraint.expanded -> show_expanded: boolean Constraint's panel is expanded in UI -Constraint.proxy_local -> is_proxy_local: boolean Constraint was added in this proxy instance (i.e. did not belong to source Armature) +TODO * Constraint.proxy_local -> is_proxy_local: boolean Constraint was added in this proxy instance (i.e. did not belong to source Armature) ConstraintActuator.detect_material -> use_material_detect: boolean Detect material instead of property ConstraintActuator.fh_normal -> use_fh_normal: boolean Add a horizontal spring force on slopes ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean Keep object axis parallel to normal -ConstraintActuator.force_distance -> use_force_distance: boolean Force distance of object to point of impact of ray +TODO * ConstraintActuator.force_distance -> use_force_distance: boolean Force distance of object to point of impact of ray ConstraintActuator.local -> use_local: boolean Set ray along object's axis or global axis ConstraintActuator.normal -> use_normal: boolean Set object axis along (local axis) or parallel (global axis) to the normal at hit position ConstraintActuator.persistent -> use_persistent: boolean Persistent actuator: stays active even if ray does not reach target ControlFluidSettings.active -> active: boolean Object contributes to the fluid simulation -ControlFluidSettings.reverse_frames -> use_frame_reverse: boolean Reverse control object movement +TODO * ControlFluidSettings.reverse_frames -> use_frame_reverse: boolean Reverse control object movement Controller.expanded -> show_expanded: boolean Set controller expanded in the user interface Controller.priority -> use_priority: boolean Mark controller for execution before all non-marked controllers (good for startup scripts) Controller.state -> state: boolean, (read-only) Set Controller state index (1 to 30) @@ -171,39 +169,39 @@ CopyScaleConstraint.use_x -> use_x: boolean Copy the target's X scale CopyScaleConstraint.use_y -> use_y: boolean Copy the target's Y scale CopyScaleConstraint.use_z -> use_z: boolean Copy the target's Z scale Curve.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object -Curve.back -> use_fill_back: boolean Draw filled back for extruded/beveled curves +TODO * Curve.back -> use_fill_back: boolean Draw filled back for extruded/beveled curves Curve.draw_handles -> show_handles: boolean Display bezier handles in editmode Curve.draw_normals -> show_normals: boolean Display 3D curve normals in editmode Curve.front -> use_fill_front: boolean Draw filled front for extruded/beveled curves -Curve.map_along_length -> use_texture_map_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box +TODO * Curve.map_along_length -> use_texture_map_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box Curve.use_deform_fill -> use_fill_deform: boolean Fill curve after applying deformation Curve.use_path -> use_path: boolean Enable the curve to become a translation path Curve.use_path_follow -> use_path_follow: boolean Make curve path children to rotate along the path Curve.use_radius -> use_radius: boolean Option for paths: apply the curve radius with path following it and deforming Curve.use_stretch -> use_stretch: boolean Option for curve-deform: makes deformed child to stretch along entire path -Curve.use_time_offset -> use_time_offset: boolean Children will use TimeOffs value as path distance offset +Curve.use_time_offset -> use_time_offset: boolean Children will use Time Offset value as path distance offset CurveMapPoint.selected -> select: boolean Selection state of the curve point CurveMapping.clip -> use_clip: boolean Force the curve view to fit a defined boundary DelaySensor.repeat -> use_repeat: boolean Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean Generate speed vectors for vector blur DomainFluidSettings.override_time -> use_time_override: boolean Use a custom start and end time (in seconds) instead of the scene's timeline -DomainFluidSettings.reverse_frames -> use_frame_reverse: boolean Reverse fluid frames +TODO * DomainFluidSettings.reverse_frames -> use_frame_reverse: boolean Reverse fluid frames NEGATE * DopeSheet.collapse_summary -> show_expanded_summary: boolean Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only) -DopeSheet.display_armature -> show_armature: boolean Include visualization of Armature related Animation data -DopeSheet.display_camera -> show_camera: boolean Include visualization of Camera related Animation data -DopeSheet.display_curve -> show_curve: boolean Include visualization of Curve related Animation data -DopeSheet.display_lamp -> show_lamp: boolean Include visualization of Lamp related Animation data -DopeSheet.display_material -> show_material: boolean Include visualization of Material related Animation data -DopeSheet.display_mesh -> show_mesh: boolean Include visualization of Mesh related Animation data -DopeSheet.display_metaball -> show_metaball: boolean Include visualization of Metaball related Animation data -DopeSheet.display_node -> show_node: boolean Include visualization of Node related Animation data -DopeSheet.display_particle -> show_particle: boolean Include visualization of Particle related Animation data -DopeSheet.display_scene -> show_scene: boolean Include visualization of Scene related Animation data +DopeSheet.display_armature -> show_armatures: boolean Include visualization of Armature related Animation data +DopeSheet.display_camera -> show_cameras: boolean Include visualization of Camera related Animation data +DopeSheet.display_curve -> show_curves: boolean Include visualization of Curve related Animation data +DopeSheet.display_lamp -> show_lamps: boolean Include visualization of Lamp related Animation data +DopeSheet.display_material -> show_materials: boolean Include visualization of Material related Animation data +DopeSheet.display_mesh -> show_meshes: boolean Include visualization of Mesh related Animation data +DopeSheet.display_metaball -> show_metaballs: boolean Include visualization of Metaball related Animation data +DopeSheet.display_node -> show_nodes: boolean Include visualization of Node related Animation data +DopeSheet.display_particle -> show_particles: boolean Include visualization of Particle related Animation data +DopeSheet.display_scene -> show_scenes: boolean Include visualization of Scene related Animation data DopeSheet.display_shapekeys -> show_shapekeys: boolean Include visualization of ShapeKey related Animation data DopeSheet.display_summary -> show_summary: boolean Display an additional 'summary' line. (DopeSheet Editors only) -DopeSheet.display_texture -> show_texture: boolean Include visualization of Texture related Animation data +DopeSheet.display_texture -> show_textures: boolean Include visualization of Texture related Animation data DopeSheet.display_transforms -> show_transforms: boolean Include visualization of Object-level Animation data (mostly Transforms) -DopeSheet.display_world -> show_world: boolean Include visualization of World related Animation data +DopeSheet.display_world -> show_worlds: boolean Include visualization of World related Animation data DopeSheet.include_missing_nla -> show_missing_nla: boolean Include Animation Data blocks with no NLA data. (NLA Editor only) DopeSheet.only_group_objects -> show_only_group_objects: boolean Only include channels from Objects in the specified Group DopeSheet.only_selected -> show_only_selected: boolean Only include channels relating to selected objects and data @@ -212,39 +210,39 @@ Driver.show_debug_info -> show_debug_info: boolean Show intermediate value DriverTarget.use_local_space_transforms -> use_local_space_transform: boolean Use transforms in Local Space (as opposed to the worldspace default) EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean Split edges with high angle between faces EdgeSplitModifier.use_sharp -> use_edge_sharp: boolean Split edges that are marked as sharp -EditBone.connected -> is_connected: boolean When bone has a parent, bone's head is struck to the parent's tail +TODO * EditBone.connected -> is_connected: boolean When bone has a parent, bone's head is struck to the parent's tail EditBone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects -EditBone.deform -> use_deform: boolean Bone does not deform any geometry +TODO * EditBone.deform -> use_deform: boolean Bone does not deform any geometry EditBone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode EditBone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone EditBone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone EditBone.layer -> layer: boolean Layers bone exists in -EditBone.local_location -> use_local_location: boolean Bone location is set in local space +TODO * EditBone.local_location -> use_local_location: boolean Bone location is set in local space EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode -EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence -EditBone.restrict_select -> restrict_select: boolean Bone is able to be selected +TODO * EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence +TODO * EditBone.restrict_select -> restrict_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean -EditObjectActuator.enable_3d_tracking -> use_track_3d: boolean Enable 3D tracking -EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean Apply the rotation locally -EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean Apply the transformation locally -EditObjectActuator.replace_display_mesh -> use_display_mesh: boolean Replace the display mesh -EditObjectActuator.replace_physics_mesh -> use_physics_mesh: boolean Replace the physics mesh (triangle bounds only - compound shapes not supported) -EffectSequence.convert_float -> use_float: boolean Convert input to float data +TODO * EditObjectActuator.enable_3d_tracking -> use_track_3d: boolean Enable 3D tracking +TODO * EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean Apply the rotation locally +TODO * EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean Apply the transformation locally +TODO * EditObjectActuator.replace_display_mesh -> use_display_mesh: boolean Replace the display mesh +TODO * EditObjectActuator.replace_physics_mesh -> use_physics_mesh: boolean Replace the physics mesh (triangle bounds only - compound shapes not supported) +TODO * EffectSequence.convert_float -> use_float: boolean Convert input to float data EffectSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields EffectSequence.flip_x -> use_flip_x: boolean Flip on the X axis EffectSequence.flip_y -> use_flip_y: boolean Flip on the Y axis -EffectSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha +TODO * EffectSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from -EffectSequence.reverse_frames -> use_frame_reverse: boolean Reverse frame order +TODO * EffectSequence.reverse_frames -> use_frame_reverse: boolean Reverse frame order EffectSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input EffectSequence.use_crop -> use_crop: boolean Crop image before processing EffectSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip EffectSequence.use_translation -> use_translation: boolean Translate image before processing -EffectorWeights.do_growing_hair -> use_hair_grow: boolean Use force fields when growing hair +TODO * EffectorWeights.do_growing_hair -> use_hair_grow: boolean Use force fields when growing hair EnvironmentMap.ignore_layers -> layer_ignore: boolean Hide objects on these layers when generating the Environment Map EnvironmentMapTexture.use_filter_size_min -> filter_size_min: boolean Use Filter Size as a minimal filter value in pixels EnvironmentMapTexture.mipmap -> use_mipmap: boolean Uses auto-generated MIP maps for the image @@ -253,48 +251,48 @@ Event.alt -> alt: boolean, (read-only) True when the Alt/Option key is hel Event.ctrl -> ctrl: boolean, (read-only) True when the Ctrl key is held Event.oskey -> oskey: boolean, (read-only) True when the Cmd key is held Event.shift -> shift: boolean, (read-only) True when the Shift key is held -ExplodeModifier.alive -> show_alive: boolean Show mesh when particles are alive -ExplodeModifier.dead -> show_dead: boolean Show mesh when particles are dead +TODO * ExplodeModifier.alive -> show_alive: boolean Show mesh when particles are alive +TODO * ExplodeModifier.dead -> show_dead: boolean Show mesh when particles are dead ExplodeModifier.size -> use_size: boolean Use particle size for the shrapnel ExplodeModifier.split_edges -> use_edge_split: boolean Split face edges for nicer shrapnel -ExplodeModifier.unborn -> show_unborn: boolean Show mesh when particles are unborn -FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean All auto-handles for F-Curve are clamped +TODO * ExplodeModifier.unborn -> show_unborn: boolean Show mesh when particles are unborn +TODO * FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean All auto-handles for F-Curve are clamped NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited -FCurve.muted -> use_mute: boolean F-Curve is not evaluated +FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status FModifier.active -> active: boolean F-Curve Modifier is the one being edited NEGATE * FModifier.disabled -> enabled: boolean, (read-only) F-Curve Modifier has invalid settings and will not be evaluated FModifier.expanded -> show_expanded: boolean F-Curve Modifier's panel is expanded in UI -FModifier.muted -> use_mute: boolean F-Curve Modifier will not be evaluated +FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated FModifierFunctionGenerator.additive -> use_additive: boolean Values generated by this modifier are applied on top of the existing values instead of overwriting them FModifierGenerator.additive -> use_additive: boolean Values generated by this modifier are applied on top of the existing values instead of overwriting them -FModifierLimits.use_maximum_x -> use_x_max: boolean Use the maximum X value -FModifierLimits.use_maximum_y -> use_y_max: boolean Use the maximum Y value -FModifierLimits.use_minimum_x -> use_x_min: boolean Use the minimum X value -FModifierLimits.use_minimum_y -> use_y_min: boolean Use the minimum Y value -FModifierStepped.use_frame_end -> use_frame_end: boolean Restrict modifier to only act before its 'end' frame -FModifierStepped.use_frame_start -> use_frame_start: boolean Restrict modifier to only act after its 'start' frame -FcurveActuator.add -> use_additive: boolean F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag -FcurveActuator.child -> use_child: boolean Update F-Curve on all children Objects as well -FcurveActuator.force -> use_force: boolean Apply F-Curve as a global or local force depending on the local option (dynamic objects only) -FcurveActuator.local -> use_local: boolean Let the F-Curve act in local coordinates, used in Force and Add mode +FModifierLimits.use_maximum_x -> use_max_x: boolean Use the maximum X value +FModifierLimits.use_maximum_y -> use_max_y: boolean Use the maximum Y value +FModifierLimits.use_minimum_x -> use_min_x: boolean Use the minimum X value +FModifierLimits.use_minimum_y -> use_min_y: boolean Use the minimum Y value +TODO * FModifierStepped.use_frame_end -> use_frame_end: boolean Restrict modifier to only act before its 'end' frame +TODO * FModifierStepped.use_frame_start -> use_frame_start: boolean Restrict modifier to only act after its 'start' frame +TODO * FcurveActuator.add -> use_additive: boolean F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag +TODO * FcurveActuator.child -> use_child: boolean Update F-Curve on all children Objects as well +TODO * FcurveActuator.force -> use_force: boolean Apply F-Curve as a global or local force depending on the local option (dynamic objects only) +TODO * FcurveActuator.local -> use_local: boolean Let the F-Curve act in local coordinates, used in Force and Add mode FieldSettings.do_absorption -> use_absorption: boolean Force gets absorbed by collision objects -FieldSettings.do_location -> use_location: boolean Effect particles' location -FieldSettings.do_rotation -> use_rotation: boolean Effect particles' dynamic rotation -FieldSettings.force_2d -> use_force_2d: boolean Apply force only in 2d -FieldSettings.global_coordinates -> use_coordinates_global: boolean Use effector/global coordinates for turbulence -FieldSettings.guide_path_add -> use_guide_path_add: boolean Based on distance/falloff it adds a portion of the entire path +TODO * FieldSettings.do_location -> use_location: boolean Effect particles' location +TODO * FieldSettings.do_rotation -> use_rotation: boolean Effect particles' dynamic rotation +TODO * FieldSettings.force_2d -> use_force_2d: boolean Apply force only in 2d +TODO * FieldSettings.global_coordinates -> use_coordinates_global: boolean Use effector/global coordinates for turbulence +TODO * FieldSettings.guide_path_add -> use_guide_path_add: boolean Based on distance/falloff it adds a portion of the entire path FieldSettings.multiple_springs -> use_multiple_springs: boolean Every point is effected by multiple springs -FieldSettings.root_coordinates -> use_coordinates_root: boolean Texture coordinates from root particle locations -FieldSettings.use_coordinates -> use_coordinates_object: boolean Use object/global coordinates for texture +TODO * FieldSettings.root_coordinates -> use_coordinates_root: boolean Texture coordinates from root particle locations +TODO * FieldSettings.use_coordinates -> use_coordinates_object: boolean Use object/global coordinates for texture FieldSettings.use_guide_path_weight -> use_guide_path_weight: boolean Use curve weights to influence the particle influence along the curve -FieldSettings.use_max_distance -> use_distance_min: boolean Use a maximum distance for the field to work -FieldSettings.use_min_distance -> use_distance_max: boolean Use a minimum distance for the field's fall-off -FieldSettings.use_radial_max -> use_radial_max: boolean Use a maximum radial distance for the field to work -FieldSettings.use_radial_min -> use_radial_min: boolean Use a minimum radial distance for the field's fall-off +TODO * FieldSettings.use_max_distance -> use_distance_min: boolean Use a maximum distance for the field to work +TODO * FieldSettings.use_min_distance -> use_distance_max: boolean Use a minimum distance for the field's fall-off +TODO * FieldSettings.use_radial_max -> use_radial_max: boolean Use a maximum radial distance for the field to work +TODO * FieldSettings.use_radial_min -> use_radial_min: boolean Use a minimum radial distance for the field's fall-off FileSelectParams.do_filter -> use_filter: boolean Enable filtering of files FileSelectParams.filter_blender -> use_filter_blender: boolean Show .blend files FileSelectParams.filter_folder -> use_filter_folder: boolean Show folders @@ -304,7 +302,7 @@ FileSelectParams.filter_movie -> use_filter_movie: boolean Show movie file FileSelectParams.filter_script -> use_filter_script: boolean Show script files FileSelectParams.filter_sound -> use_filter_sound: boolean Show sound files FileSelectParams.filter_text -> use_filter_text: boolean Show text files -FileSelectParams.hide_dot -> show_hidden: boolean Hide hidden dot files +NEGATE * FileSelectParams.hide_dot -> show_hidden: boolean Hide hidden dot files Filter2DActuator.enable_motion_blur -> use_motion_blur: boolean Enable/Disable Motion Blur FloorConstraint.sticky -> use_sticky: boolean Immobilize object while constrained FloorConstraint.use_rotation -> use_rotation: boolean Use the target's rotation to determine floor @@ -315,7 +313,7 @@ FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean Objects FollowPathConstraint.use_fixed_position -> use_fixed_location: boolean Object will stay locked to a single point somewhere along the length of the curve regardless of time Function.registered -> registered: boolean, (read-only) Function is registered as callback as part of type registration Function.registered_optional -> registered_optional: boolean, (read-only) Function is optionally registered as callback part of type registration -GPencilFrame.paint_lock -> lock_paint: boolean Frame is being edited (painted on) +TODO * GPencilFrame.paint_lock -> lock_paint: boolean Frame is being edited (painted on) GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.active -> active: boolean Set active layer for editing GPencilLayer.frame_lock -> lock_frame: boolean Lock current frame displayed by layer @@ -323,15 +321,15 @@ GPencilLayer.hide -> hide: boolean Set layer Visibility GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet GPencilLayer.show_points -> show_points: boolean Draw the points which make up the strokes (for debugging purposes) -GPencilLayer.use_onion_skinning -> use_onion_skin: boolean Ghost frames on either side of frame +TODO * GPencilLayer.use_onion_skinning -> use_onion_skin: boolean Ghost frames on either side of frame GameBooleanProperty.value -> value: boolean Property value -GameObjectSettings.actor -> use_actor: boolean Object is detected by the Near and Radar sensor -GameObjectSettings.all_states -> states_all: boolean Set all state bits +TODO * GameObjectSettings.actor -> use_actor: boolean Object is detected by the Near and Radar sensor +TODO * GameObjectSettings.all_states -> states_all: boolean Set all state bits GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean Enable anisotropic friction GameObjectSettings.collision_compound -> use_collision_compound: boolean Add children to form a compound collision object -GameObjectSettings.debug_state -> show_state_debug: boolean Print state debug info in the game engine -GameObjectSettings.ghost -> use_ghost: boolean Object does not restitute collisions, like a ghost -GameObjectSettings.initial_state -> initial_state: boolean Initial state when the game starts +GameObjectSettings.debug_state -> show_debug_state: boolean Print state debug info in the game engine +TODO * GameObjectSettings.ghost -> use_ghost: boolean Object does not restitute collisions, like a ghost +TODO * GameObjectSettings.initial_state -> state_initial: boolean Initial state when the game starts GameObjectSettings.lock_x_axis -> lock_location_x: boolean Disable simulation of linear motion along the X axis GameObjectSettings.lock_x_rot_axis -> lock_rotation_x: boolean Disable simulation of angular motion along the X axis GameObjectSettings.lock_y_axis -> lock_location_y: boolean Disable simulation of linear motion along the Y axis @@ -349,8 +347,8 @@ GameObjectSettings.use_activity_culling -> use_activity_culling: boolean D GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean Specify a collision bounds type other than the default GameObjectSettings.used_state -> state_used: boolean, (read-only) States which are being used by controllers GameObjectSettings.visible_state -> state_visible: boolean State determining which controllers are displayed -GameProperty.debug -> use_debug: boolean Print debug information for this property -GameSoftBodySettings.bending_const -> use_bending_constraint: boolean Enable bending constraints +GameProperty.debug -> show_debug: boolean Print debug information for this property +GameSoftBodySettings.bending_const -> use_bending_constraints: boolean Enable bending constraints GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean Enable cluster collision between soft and rigid body GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean Enable cluster collision between soft and soft body GameSoftBodySettings.shape_match -> use_shape_match: boolean Enable soft body shape matching goal @@ -359,7 +357,7 @@ GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean Only us Group.layer -> layer: boolean Layers visible when this groups is instanced as a dupli ID.fake_user -> use_fake_user: boolean Saves this datablock even if it has no users ID.tag -> tag: boolean Tools can use this to tag data, (initial state is undefined) -Image.animated -> use_snimation: boolean Use as animated texture in the game engine +Image.animated -> use_animation: boolean Use as animated texture in the game engine Image.clamp_x -> use_clamp_x: boolean Disable texture repeating horizontally Image.clamp_y -> use_clamp_y: boolean Disable texture repeating vertically Image.dirty -> is_dirty: boolean, (read-only) Image has changed and is not saved @@ -370,7 +368,7 @@ Image.tiles -> use_tiles: boolean Use of tilemode for faces (default shift ImagePaint.invert_stencil -> invert_stencil: boolean Invert the stencil layer ImagePaint.show_brush -> show_brush: boolean Enables brush shape while not drawing ImagePaint.show_brush_draw -> show_brush_draw: boolean Enables brush shape while drawing -ImagePaint.use_backface_cull -> use_backface_cull: boolean Ignore faces pointing away from the view (faster) +TODO * ImagePaint.use_backface_cull -> use_backface_cull: boolean Ignore faces pointing away from the view (faster) ImagePaint.use_clone_layer -> use_clone_layer: boolean Use another UV layer as clone source, otherwise use 3D the cursor as the source ImagePaint.use_normal_falloff -> use_normal_falloff: boolean Paint most on faces pointing towards the view ImagePaint.use_occlude -> use_occlude: boolean Only paint onto the faces directly under the brush (slower) @@ -380,18 +378,18 @@ ImageSequence.convert_float -> use_float: boolean Convert input to float d ImageSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields ImageSequence.flip_x -> use_flip_x: boolean Flip on the X axis ImageSequence.flip_y -> use_flip_y: boolean Flip on the Y axis -ImageSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha +TODO * ImageSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from -ImageSequence.reverse_frames -> use_frame_reverse: boolean Reverse frame order +TODO * ImageSequence.reverse_frames -> use_frame_reverse: boolean Reverse frame order ImageSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input ImageSequence.use_crop -> use_crop: boolean Crop image before processing ImageSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip ImageSequence.use_translation -> use_translation: boolean Translate image before processing -ImageTexture.calculate_alpha -> use_rgb_alpha: boolean Calculates an alpha channel based on RGB values in the image +TODO * ImageTexture.calculate_alpha -> use_rgb_alpha: boolean Calculates an alpha channel based on RGB values in the image ImageTexture.checker_even -> use_checker_even: boolean Sets even checker tiles ImageTexture.checker_odd -> use_checker_odd: boolean Sets odd checker tiles -ImageTexture.filter_size_minimum -> use_filter_size_min: boolean Use Filter Size as a minimal filter value in pixels +ImageTexture.filter_size_minimum -> use_minimum_filter_size: boolean Use Filter Size as a minimal filter value in pixels ImageTexture.flip_axis -> use_flip_axis: boolean Flips the texture's X and Y axis ImageTexture.interpolation -> use_interpolation: boolean Interpolates pixels using Area filter ImageTexture.invert_alpha -> invert_alpha: boolean Inverts all the alpha values in the image @@ -400,32 +398,32 @@ ImageTexture.mipmap_gauss -> use_mipmap_gauss: boolean Uses Gauss filter t ImageTexture.mirror_x -> use_mirror_x: boolean Mirrors the image repetition on the X direction ImageTexture.mirror_y -> use_mirror_y: boolean Mirrors the image repetition on the Y direction ImageTexture.normal_map -> use_normal_map: boolean Uses image RGB values for normal mapping -ImageTexture.use_alpha -> use_use_alpha: boolean Uses the alpha channel information in the image +ImageTexture.use_alpha -> use_alpha: boolean Uses the alpha channel information in the image ImageUser.auto_refresh -> use_auto_refresh: boolean Always refresh image on frame changes ImageUser.cyclic -> use_cyclic: boolean Cycle the images in the movie TODO would use is_ * InflowFluidSettings.active -> active: boolean Object contributes to the fluid simulation -InflowFluidSettings.export_animated_mesh -> use_export_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it -InflowFluidSettings.local_coordinates -> use_local_coordinates: boolean Use local coordinates for inflow. (e.g. for rotating objects) +TODO * InflowFluidSettings.export_animated_mesh -> use_export_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it +TODO * InflowFluidSettings.local_coordinates -> use_local_coordinates: boolean Use local coordinates for inflow. (e.g. for rotating objects) Itasc.auto_step -> use_auto_step: boolean Automatically determine the optimal number of steps for best performance/accuracy trade off JoystickSensor.all_events -> use_all_events: boolean Triggered by all events on this joysticks current type (axis/button/hat) -Key.relative -> use_relative: boolean Makes shape keys relative -TODO would use is_ * KeyConfig.user_defined -> user_defined: boolean, (read-only) Indicates that a keyconfig was defined by the user +TODO * Key.relative -> use_relative: boolean Makes shape keys relative +KeyConfig.user_defined -> is_user_defined: boolean, (read-only) Indicates that a keyconfig was defined by the user KeyMap.children_expanded -> show_expanded_children: boolean Children expanded in the user interface KeyMap.items_expanded -> show_expanded_items: boolean Expanded in the user interface -TODO would use is_ * KeyMap.modal -> modal: boolean, (read-only) Indicates that a keymap is used for translate modal events for an operator -KeyMap.user_defined -> use_user_defined: boolean Keymap is defined by the user +KeyMap.modal -> is_modal: boolean, (read-only) Indicates that a keymap is used for translate modal events for an operator +KeyMap.user_defined -> is_user_defined: boolean Keymap is defined by the user KeyMapItem.active -> active: boolean Activate or deactivate item -TODO would use is_pressed * KeyMapItem.alt -> alt: boolean Alt key pressed -TODO would use is_pressed * KeyMapItem.any -> any: boolean Any modifier keys pressed -TODO would use is_pressed * KeyMapItem.ctrl -> ctrl: boolean Control key pressed +KeyMapItem.alt -> alt: boolean Alt key pressed +KeyMapItem.any -> any: boolean Any modifier keys pressed +KeyMapItem.ctrl -> ctrl: boolean Control key pressed KeyMapItem.expanded -> show_expanded: boolean Show key map event and property details in the user interface -TODO would use is_pressed * KeyMapItem.oskey -> oskey: boolean Operating system key pressed -TODO would use is_pressed * KeyMapItem.shift -> shift: boolean Shift key pressed -TODO * KeyboardSensor.all_keys -> all_keys: boolean Trigger this sensor on any keystroke -TODO would use is_ * Keyframe.selected -> select: boolean Control point selection status -TODO would use is_ * Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status -TODO would use is_ * Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status -KeyingSet.absolute -> use_absolute: boolean Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info) +KeyMapItem.oskey -> oskey: boolean Operating system key pressed +KeyMapItem.shift -> shift: boolean Shift key pressed +KeyboardSensor.all_keys -> use_all_keys: boolean Trigger this sensor on any keystroke +Keyframe.selected -> select: boolean Control point selection status +Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status +Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status +TODO * KeyingSet.absolute -> use_absolute: boolean Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info) KeyingSet.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves KeyingSet.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms' KeyingSet.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis @@ -449,7 +447,7 @@ KinematicConstraint.use_tail -> use_tail: boolean Include bone's tail as l KinematicConstraint.use_target -> use_target: boolean Disable for targetless IK Lamp.diffuse -> use_diffuse: boolean Lamp does diffuse shading Lamp.layer -> use_own_layer: boolean Illuminates objects only on the same layer the lamp is on -Lamp.negative -> use_negative: boolean Lamp casts negative light +TODO * Lamp.negative -> use_negative: boolean Lamp casts negative light Lamp.specular -> use_specular: boolean Lamp creates specular highlights LampSkySettings.use_atmosphere -> use_atmosphere: boolean Apply sun effect on atmosphere LampSkySettings.use_sky -> use_sky: boolean Apply sun effect on sky @@ -457,44 +455,44 @@ LampTextureSlot.map_color -> use_map_color: boolean Lets the texture affec LampTextureSlot.map_shadow -> use_map_shadow: boolean Lets the texture affect the shadow color of the lamp Lattice.outside -> use_outside: boolean Only draw, and take into account, the outer vertices LimitLocationConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well -LimitLocationConstraint.use_maximum_x -> use_x_max: boolean Use the maximum X value -LimitLocationConstraint.use_maximum_y -> use_y_max: boolean Use the maximum Y value -LimitLocationConstraint.use_maximum_z -> use_z_max: boolean Use the maximum Z value -LimitLocationConstraint.use_minimum_x -> use_x_min: boolean Use the minimum X value -LimitLocationConstraint.use_minimum_y -> use_y_min: boolean Use the minimum Y value -LimitLocationConstraint.use_minimum_z -> use_z_min: boolean Use the minimum Z value +LimitLocationConstraint.use_maximum_x -> use_max_x: boolean Use the maximum X value +LimitLocationConstraint.use_maximum_y -> use_max_y: boolean Use the maximum Y value +LimitLocationConstraint.use_maximum_z -> use_max_z: boolean Use the maximum Z value +LimitLocationConstraint.use_minimum_x -> use_min_x: boolean Use the minimum X value +LimitLocationConstraint.use_minimum_y -> use_min_y: boolean Use the minimum Y value +LimitLocationConstraint.use_minimum_z -> use_min_z: boolean Use the minimum Z value LimitRotationConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well -LimitRotationConstraint.use_limit_x -> use_x_limit: boolean Use the minimum X value -LimitRotationConstraint.use_limit_y -> use_y_limit: boolean Use the minimum Y value -LimitRotationConstraint.use_limit_z -> use_z_limit: boolean Use the minimum Z value +LimitRotationConstraint.use_limit_x -> use_limit_x: boolean Use the minimum X value +LimitRotationConstraint.use_limit_y -> use_limit_y: boolean Use the minimum Y value +LimitRotationConstraint.use_limit_z -> use_limit_z: boolean Use the minimum Z value LimitScaleConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well -LimitScaleConstraint.use_maximum_x -> use_x_max: boolean Use the maximum X value -LimitScaleConstraint.use_maximum_y -> use_y_max: boolean Use the maximum Y value -LimitScaleConstraint.use_maximum_z -> use_z_max: boolean Use the maximum Z value -LimitScaleConstraint.use_minimum_x -> use_x_min: boolean Use the minimum X value -LimitScaleConstraint.use_minimum_y -> use_y_min: boolean Use the minimum Y value -LimitScaleConstraint.use_minimum_z -> use_z_min: boolean Use the minimum Z value +LimitScaleConstraint.use_maximum_x -> use_max_x: boolean Use the maximum X value +LimitScaleConstraint.use_maximum_y -> use_max_y: boolean Use the maximum Y value +LimitScaleConstraint.use_maximum_z -> use_max_z: boolean Use the maximum Z value +LimitScaleConstraint.use_minimum_x -> use_min_x: boolean Use the minimum X value +LimitScaleConstraint.use_minimum_y -> use_min_y: boolean Use the minimum Y value +LimitScaleConstraint.use_minimum_z -> use_min_z: boolean Use the minimum Z value Main.debug -> show_debug: boolean Print debugging information in console Main.file_is_saved -> is_saved: boolean, (read-only) Has the current session been saved to disk as a .blend file -TODO * MaskModifier.invert -> invert: boolean Use vertices that are not part of region defined +MaskModifier.invert -> invert: boolean Use vertices that are not part of region defined Material.cast_approximate -> use_cast_approximate: boolean Allow this material to cast shadows when using approximate ambient occlusion. Material.cast_buffer_shadows -> use_cast_buffer_shadows: boolean Allow this material to cast shadows from shadow buffer lamps Material.cast_shadows_only -> use_cast_shadows_only: boolean Makes objects with this material appear invisible, only casting shadows (not rendered) Material.cubic -> use_cubic: boolean Use cubic interpolation for diffuse values, for smoother transitions -Material.exclude_mist -> use_exclude_mist: boolean Excludes this material from mist effects (in world settings) +NEGATE * Material.exclude_mist -> use_mist: boolean Excludes this material from mist effects (in world settings) Material.face_texture -> use_face_texture: boolean Replaces the object's base color with color from face assigned image textures Material.face_texture_alpha -> use_face_texture_alpha: boolean Replaces the object's base alpha value with alpha from face assigned image textures Material.full_oversampling -> use_full_oversampling: boolean Force this material to render full shading/textures for all anti-aliasing samples -Material.invert_z -> use_invert_z: boolean Renders material's faces with an inverted Z buffer (scanline only) +Material.invert_z -> invert_z: boolean Renders material's faces with an inverted Z buffer (scanline only) Material.light_group_exclusive -> use_light_group_exclusive: boolean Material uses the light group exclusively - these lamps are excluded from other scene lighting Material.object_color -> use_object_color: boolean Modulate the result with a per-object color Material.only_shadow -> use_shadow_only: boolean Renders shadows as the material's alpha value, making materials transparent except for shadowed areas Material.ray_shadow_bias -> use_ray_shadow_bias: boolean Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem) -Material.receive_transparent_shadows -> use_receive_transparent_shadows: boolean Allow this object to receive transparent shadows casted through other objects -Material.shadeless -> use_shadeless: boolean Makes this material insensitive to light or shadow -Material.shadows -> use_shadows: boolean Allows this material to receive shadows +TODO * Material.receive_transparent_shadows -> use_receive_transparent_shadows: boolean Allow this object to receive transparent shadows casted through other objects +TODO * Material.shadeless -> use_shadeless: boolean Makes this material insensitive to light or shadow +TODO * Material.shadows -> use_shadows: boolean Allows this material to receive shadows Material.tangent_shading -> use_tangent_shading: boolean Use the material's tangent vector instead of the normal for shading - for anisotropic shading effects -Material.traceable -> use_traceable: boolean Include this material and geometry that uses it in ray tracing calculations +TODO * Material.traceable -> use_traceable: boolean Include this material and geometry that uses it in ray tracing calculations Material.transparency -> use_transparency: boolean Render material as transparent Material.use_diffuse_ramp -> use_diffuse_ramp: boolean Toggle diffuse ramp operations Material.use_nodes -> use_nodes: boolean Use shader nodes to render the material @@ -506,12 +504,12 @@ Material.vertex_color_paint -> use_vertex_color_paint: boolean Replaces ob MaterialHalo.flare_mode -> use_flare_mode: boolean Renders halo as a lensflare MaterialHalo.lines -> use_lines: boolean Renders star shaped lines over halo MaterialHalo.ring -> use_ring: boolean Renders rings over halo -MaterialHalo.shaded -> use_shaded: boolean Lets halo receive light and shadows from external objects +MaterialHalo.shaded -> use_shading: boolean Lets halo receive light and shadows from external objects MaterialHalo.soft -> use_soft: boolean Softens the edges of halos at intersections with other geometry MaterialHalo.star -> use_star: boolean Renders halo as a star MaterialHalo.texture -> use_texture: boolean Gives halo a texture MaterialHalo.vertex_normal -> use_vertex_normal: boolean Uses the vertex normal to specify the dimension of the halo -MaterialHalo.xalpha -> use_xalpha: boolean Uses extreme alpha +MaterialHalo.xalpha -> use_extreme_alpha: boolean Uses extreme alpha MaterialPhysics.align_to_normal -> use_align_to_normal: boolean Align dynamic game objects along the surface normal, when inside the physics distance area TODO * MaterialRaytraceMirror.enabled -> enabled: boolean Enable raytraced reflections MaterialStrand.blender_units -> use_blender_units: boolean Use Blender units for widths instead of pixels @@ -543,12 +541,12 @@ MaterialTextureSlot.map_specular -> use_map_specular: boolean Causes the t MaterialTextureSlot.map_translucency -> use_map_translucency: boolean Causes the texture to affect the translucency value MaterialTextureSlot.map_warp -> use_map_warp: boolean Let the texture warp texture coordinates of next channels MaterialTextureSlot.new_bump -> use_new_bump: boolean Use new, corrected bump mapping code (backwards compatibility option) -MaterialVolume.external_shadows -> use_external_shadows: boolean Receive shadows from sources outside the volume (temporary) +TODO * MaterialVolume.external_shadows -> use_external_shadows: boolean Receive shadows from sources outside the volume (temporary) MaterialVolume.light_cache -> use_light_cache: boolean Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy Mesh.all_edges -> show_all_edges: boolean Displays all edges for wireframe in all view modes in the 3D view Mesh.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object Mesh.autosmooth -> use_autosmooth: boolean Treats all set-smoothed faces with angles less than the specified angle as 'smooth' during render -Mesh.double_sided -> use_double_sided: boolean Render/display the mesh with double or single sided lighting +Mesh.double_sided -> show_double_sided: boolean Render/display the mesh with double or single sided lighting Mesh.draw_bevel_weights -> show_bevel_weights: boolean Displays weights created for the Bevel modifier Mesh.draw_creases -> show_creases: boolean Displays creases created for subsurf weighting Mesh.draw_edge_angle -> show_edge_angle: boolean Displays the angles in the selected edges in degrees @@ -570,24 +568,24 @@ MeshDeformModifier.dynamic -> dynamic: boolean Recompute binding dynamical MeshDeformModifier.invert -> invert: boolean Invert vertex group influence MeshDeformModifier.is_bound -> is_bound: boolean, (read-only) Whether geometry has been bound to control cage MeshEdge.fgon -> is_fgon: boolean, (read-only) Fgon edge -TODO * MeshEdge.hidden -> hide: boolean -MeshEdge.loose -> use_loose: boolean, (read-only) Loose edge -MeshEdge.seam -> use_seam: boolean Seam edge for UV unwrapping -TODO * MeshEdge.selected -> select: boolean -MeshEdge.sharp -> use_sharp: boolean Sharp edge for the EdgeSplit modifier -TODO would use is_ * MeshFace.hidden -> hide: boolean -TODO would use is_ * MeshFace.selected -> select: boolean -TODO would use is_ * MeshFace.smooth -> use_smooth: boolean -MeshTextureFace.alpha_sort -> use_alpha_sort: boolean Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible) -MeshTextureFace.billboard -> use_billboard: boolean Billboard with Z-axis constraint -MeshTextureFace.collision -> use_collision: boolean Use face for collision and ray-sensor detection -MeshTextureFace.halo -> use_halo: boolean Screen aligned billboard +MeshEdge.hidden -> hide: boolean +MeshEdge.loose -> is_loose: boolean, (read-only) Loose edge +MeshEdge.seam -> is_seam: boolean Seam edge for UV unwrapping +MeshEdge.selected -> select: boolean +MeshEdge.sharp -> is_sharp: boolean Sharp edge for the EdgeSplit modifier +MeshFace.hidden -> hide: boolean +MeshFace.selected -> select: boolean +MeshFace.smooth -> is_smooth: boolean +TODO * MeshTextureFace.alpha_sort -> use_alpha_sort: boolean Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible) +TODO * MeshTextureFace.billboard -> use_billboard: boolean Billboard with Z-axis constraint +TODO * MeshTextureFace.collision -> use_collision: boolean Use face for collision and ray-sensor detection +TODO * MeshTextureFace.halo -> use_halo: boolean Screen aligned billboard TODO would use is_ * MeshTextureFace.invisible -> invisible: boolean Make face invisible MeshTextureFace.light -> use_light: boolean Use light for face MeshTextureFace.object_color -> use_object_color: boolean Use ObColor instead of vertex colors MeshTextureFace.shadow -> use_shadow_face: boolean Face is used for shadow MeshTextureFace.shared -> use_blend_shared: boolean Blend vertex colors across face when vertices are shared -MeshTextureFace.tex -> use_render_texture: boolean Render face with texture +MeshTextureFace.tex -> use_texture: boolean Render face with texture MeshTextureFace.text -> use_bitmap_text: boolean Enable bitmap text on face MeshTextureFace.twoside -> use_twoside: boolean Render face two-sided MeshTextureFace.uv_pinned -> uv_pin: boolean @@ -595,43 +593,43 @@ MeshTextureFace.uv_selected -> uv_select: boolean TODO * MeshTextureFaceLayer.active -> active: boolean Sets the layer as active for display and editing TODO * MeshTextureFaceLayer.active_clone -> active_clone: boolean Sets the layer as active for cloning TODO * MeshTextureFaceLayer.active_render -> active_render: boolean Sets the layer as active for rendering -TODO * MeshVertex.hidden -> hide: boolean +MeshVertex.hidden -> hide: boolean TODO would use is_ * MeshVertex.selected -> select: boolean MetaBall.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object -TODO * MetaElement.hide -> hide: boolean Hide element +MetaElement.hide -> hide: boolean Hide element TODO would use is_ * MetaElement.negative -> use_negative: boolean Set metaball as negative one MetaSequence.convert_float -> use_convert_float: boolean Convert input to float data MetaSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields MetaSequence.flip_x -> use_flip_x: boolean Flip on the X axis MetaSequence.flip_y -> use_flip_y: boolean Flip on the Y axis -MetaSequence.premultiply -> use_convert_premultiply: boolean Convert RGB from key alpha to premultiplied alpha +* TODO MetaSequence.premultiply -> use_convert_premultiply: boolean Convert RGB from key alpha to premultiplied alpha MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from -MetaSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order +TODO * MetaSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order MetaSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input MetaSequence.use_crop -> use_crop: boolean Crop image before processing MetaSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip MetaSequence.use_translation -> use_translation: boolean Translate image before processing -MirrorModifier.clip -> use_clipping: boolean Prevents vertices from going through the mirror during transform +MirrorModifier.clip -> use_clip: boolean Prevents vertices from going through the mirror during transform MirrorModifier.mirror_u -> use_mirror_u: boolean Mirror the U texture coordinate around the 0.5 point MirrorModifier.mirror_v -> use_mirror_v: boolean Mirror the V texture coordinate around the 0.5 point MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups: boolean Mirror vertex groups (e.g. .R->.L) -MirrorModifier.x -> use_x: boolean Enable X axis mirror -MirrorModifier.y -> use_y: boolean Enable Y axis mirror -MirrorModifier.z -> use_z: boolean Enable Z axis mirror -Modifier.editmode -> use_in_editmode: boolean Use modifier while in the edit mode +TODO * MirrorModifier.x -> use_x: boolean Enable X axis mirror +TODO * MirrorModifier.y -> use_y: boolean Enable Y axis mirror +TODO * MirrorModifier.z -> use_z: boolean Enable Z axis mirror +Modifier.editmode -> show_in_editmode: boolean Use modifier while in the edit mode Modifier.expanded -> show_expanded: boolean Set modifier expanded in the user interface -Modifier.on_cage -> use_on_cage: boolean Enable direct editing of modifier control cage +Modifier.on_cage -> show_on_cage: boolean Enable direct editing of modifier control cage Modifier.realtime -> show_realtime: boolean Realtime display of a modifier -Modifier.render -> use_render: boolean Use modifier during rendering +TODO * Modifier.render -> use_render: boolean Use modifier during rendering TODO * MotionPath.editing -> editing: boolean Path is being edited TODO * MotionPath.use_bone_head -> use_bone_head: boolean, (read-only) For PoseBone paths, use the bone head location when calculating this path -TODO would use is_ * MotionPathVert.selected -> select: boolean Path point is selected for editing +MotionPathVert.selected -> select: boolean Path point is selected for editing MovieSequence.convert_float -> use_convert_float: boolean Convert input to float data MovieSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields MovieSequence.flip_x -> use_flip_x: boolean Flip on the X axis MovieSequence.flip_y -> use_flip_y: boolean Flip on the Y axis -MovieSequence.premultiply -> use_convert_premultiply: boolean Convert RGB from key alpha to premultiplied alpha +TODO * MovieSequence.premultiply -> use_convert_premultiply: boolean Convert RGB from key alpha to premultiplied alpha MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from TODO * MovieSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order @@ -643,7 +641,7 @@ MulticamSequence.convert_float -> use_convert_float: boolean Convert input MulticamSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields MulticamSequence.flip_x -> use_flip_x: boolean Flip on the X axis MulticamSequence.flip_y -> use_flip_y: boolean Flip on the Y axis -MulticamSequence.premultiply -> use_convert_premultiply: boolean Convert RGB from key alpha to premultiplied alpha +TODO * MulticamSequence.premultiply -> use_convert_premultiply: boolean Convert RGB from key alpha to premultiplied alpha MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from TODO * MulticamSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order @@ -651,25 +649,25 @@ MulticamSequence.use_color_balance -> use_color_balance: boolean (3-Way co MulticamSequence.use_crop -> use_crop: boolean Crop image before processing MulticamSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip MulticamSequence.use_translation -> use_translation: boolean Translate image before processing -MultiresModifier.external -> use_external: boolean, (read-only) Store multires displacements outside the .blend file, to save memory -MultiresModifier.optimal_display -> show_optimal: boolean Skip drawing/rendering of interior subdivided edges -NetRenderSettings.master_broadcast -> use_master_broadcast: boolean broadcast master server address on local network -NetRenderSettings.master_clear -> use_master_clear: boolean delete saved files on exit -NetRenderSettings.slave_clear -> use_slave_clear: boolean delete downloaded files on exit -NetRenderSettings.slave_outputlog -> use_slave_outputlog: boolean Output render text log to console as well as sending it to the master -NetRenderSettings.slave_thumb -> use_slave_thumb: boolean Generate thumbnails on slaves instead of master -TODO I'd use is_ * NlaStrip.active -> active: boolean, (read-only) NLA Strip is active +MultiresModifier.external -> is_external: boolean, (read-only) Store multires displacements outside the .blend file, to save memory +TODO * MultiresModifier.optimal_display -> show_optimal: boolean Skip drawing/rendering of interior subdivided edges +TODO * NetRenderSettings.master_broadcast -> use_master_broadcast: boolean broadcast master server address on local network +TODO * NetRenderSettings.master_clear -> use_master_clear: boolean delete saved files on exit +TODO * NetRenderSettings.slave_clear -> use_slave_clear: boolean delete downloaded files on exit +TODO * NetRenderSettings.slave_outputlog -> use_slave_outputlog: boolean Output render text log to console as well as sending it to the master +TODO * NetRenderSettings.slave_thumb -> use_slave_thumb: boolean Generate thumbnails on slaves instead of master +NlaStrip.active -> active: boolean, (read-only) NLA Strip is active NlaStrip.animated_influence -> use_animated_influence: boolean Influence setting is controlled by an F-Curve rather than automatically determined NlaStrip.animated_time -> use_animated_time: boolean Strip time is controlled by an F-Curve rather than automatically determined NlaStrip.animated_time_cyclic -> use_animated_time_cyclic: boolean Cycle the animated time within the action start & end NlaStrip.auto_blending -> use_auto_blend: boolean Number of frames for Blending In/Out is automatically determined from overlapping strips -TODO I'd use is_ * NlaStrip.muted -> muted: boolean NLA Strip is not evaluated +NlaStrip.muted -> mute: boolean NLA Strip is not evaluated TODO I'd use is_ * NlaStrip.reversed -> reversed: boolean NLA Strip is played back in reverse order (only when timing is automatically determined) -TODO I'd use is_ * NlaStrip.selected -> select: boolean NLA Strip is selected -TODO I'd use is_ * NlaTrack.active -> active: boolean, (read-only) NLA Track is active -TODO I'd use is_ * NlaTrack.locked -> lock: boolean NLA Track is locked -TODO I'd use is_ * NlaTrack.muted -> muted: boolean NLA Track is not evaluated -TODO I'd use is_ * NlaTrack.selected -> select: boolean NLA Track is selected +NlaStrip.selected -> select: boolean NLA Strip is selected +NlaTrack.active -> active: boolean, (read-only) NLA Track is active +NlaTrack.locked -> lock: boolean NLA Track is locked +NlaTrack.muted -> mute: boolean NLA Track is not evaluated +NlaTrack.selected -> select: boolean NLA Track is selected NlaTrack.solo -> is_solo: boolean, (read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled) Object.draw_axis -> show_axis: boolean Displays the object's origin and axis Object.draw_bounds -> show_bounds: boolean Displays the object's bounds @@ -677,8 +675,8 @@ Object.draw_name -> show_name: boolean Displays the object's name Object.draw_texture_space -> show_texture_space: boolean Displays the object's texture space Object.draw_transparent -> show_transparent: boolean Enables transparent materials for the object (Mesh only) Object.draw_wire -> show_wire: boolean Adds the object's wireframe over solid drawing -TODO * Object.duplis_used -> is_duplis_used: boolean, (read-only) -TODO * Object.layers -> layers: boolean Layers the object is on +Object.duplis_used -> is_duplicator: boolean, (read-only) +Object.layers -> layer: boolean Layers the object is on Object.lock_location -> lock_location: boolean Lock editing of location in the interface Object.lock_rotation -> lock_rotation: boolean Lock editing of rotation in the interface Object.lock_rotation_w -> lock_rotation_w: boolean Lock editing of 'angle' component of four-component rotations in the interface @@ -687,8 +685,8 @@ Object.lock_scale -> lock_scale: boolean Lock editing of scale in the inte TODO * Object.restrict_render -> use_limit_render: boolean Restrict renderability TODO * Object.restrict_select -> use_limit_select: boolean Restrict selection in the viewport TODO * Object.restrict_view -> use_limit_view: boolean Restrict visibility in the viewport -TODO * Object.selected -> select: boolean Object selection state -Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean Apply shape keys in edit mode (for Meshes only) +Object.selected -> select: boolean Object selection state +TODO * Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean Apply shape keys in edit mode (for Meshes only) Object.shape_key_lock -> show_shape_key: boolean Always show the current Shape for this Object Object.slow_parent -> use_slow_parent: boolean Create a delay in the parent relationship Object.time_offset_add_parent -> use_time_offset_add_parent: boolean Add the parents time offset value @@ -709,82 +707,82 @@ ObjectActuator.local_torque -> use_local_torque: boolean Torque is defined TODO * ObjectActuator.servo_limit_x -> use_limit_servo_x: boolean Set limit to force along the X axis TODO * ObjectActuator.servo_limit_y -> use_limit_servo_y: boolean Set limit to force along the Y axis TODO * ObjectActuator.servo_limit_z -> use_limit_servo_z: boolean Set limit to force along the Z axis -TODO * ObjectBase.layers -> layers: boolean Layers the object base is on -TODO * ObjectBase.selected -> select: boolean Object base selection state +ObjectBase.layers -> layer: boolean Layers the object base is on +ObjectBase.selected -> select: boolean Object base selection state TODO * ObjectBase.selected_user -> is_select_user: boolean, (read-only) Object base user selection state, used to restore user selection after transformations -TODO could be is_ * ObstacleFluidSettings.active -> active: boolean Object contributes to the fluid simulation -ObstacleFluidSettings.export_animated_mesh -> use_export_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it +ObstacleFluidSettings.active -> active: boolean Object contributes to the fluid simulation +TODO * ObstacleFluidSettings.export_animated_mesh -> use_export_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it TODO * Operator.has_reports -> has_reports: boolean, (read-only) Operator has a set of reports (warnings and errors) from last execution OperatorStrokeElement.flip -> use_flip: boolean OutflowFluidSettings.active -> active: boolean Object contributes to the fluid simulation -OutflowFluidSettings.export_animated_mesh -> use_export_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it +TODO * OutflowFluidSettings.export_animated_mesh -> use_export_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it Paint.fast_navigate -> show_low_resolution: boolean For multires, show low resolution while navigating the view Paint.show_brush -> show_brush: boolean TODO * Panel.bl_default_closed -> bl_default_closed: boolean TODO * Panel.bl_show_header -> bl_show_header: boolean ParentActuator.compound -> use_compound: boolean Add this object shape to the parent shape (only if the parent shape is already compound) -ParentActuator.ghost -> use_ghost: boolean Make this object ghost while parented (only if not compound) +TODO * ParentActuator.ghost -> use_ghost: boolean Make this object ghost while parented (only if not compound) TODO * Particle.no_disp -> no_disp: boolean TODO * Particle.rekey -> rekey: boolean TODO * Particle.unexist -> unexist: boolean ParticleBrush.use_puff_volume -> use_puff_volume: boolean Apply puff to unselected end-points, (helps maintain hair volume when puffing root) -ParticleEdit.add_interpolate -> use_add_interpolate: boolean Interpolate new particles from the existing ones +TODO * ParticleEdit.add_interpolate -> use_add_interpolate: boolean Interpolate new particles from the existing ones ParticleEdit.auto_velocity -> use_auto_velocity: boolean Calculate point velocities automatically ParticleEdit.draw_particles -> show_particles: boolean Draw actual particles ParticleEdit.editable -> is_editable: boolean, (read-only) A valid edit mode exists ParticleEdit.emitter_deflect -> use_emitter_deflect: boolean Keep paths from intersecting the emitter ParticleEdit.fade_time -> use_fade_time: boolean Fade paths and keys further away from current frame TODO * ParticleEdit.hair -> hair: boolean, (read-only) Editing hair -ParticleEdit.keep_lengths -> use_keep_lengths: boolean Keep path lengths constant -ParticleEdit.keep_root -> use_keep_root: boolean Keep root keys unmodified -ParticleFluidSettings.drops -> show_drops: boolean Show drop particles -ParticleFluidSettings.floats -> show_floats: boolean Show floating foam particles -ParticleFluidSettings.tracer -> show_tracer: boolean Show tracer particles -ParticleInstanceModifier.alive -> show_alive: boolean Show instances when particles are alive -ParticleInstanceModifier.children -> use_children: boolean Create instances from child particles -ParticleInstanceModifier.dead -> show_dead: boolean Show instances when particles are dead -ParticleInstanceModifier.keep_shape -> use_keep_shape: boolean Don't stretch the object +TODO * ParticleEdit.keep_lengths -> use_keep_lengths: boolean Keep path lengths constant +TODO * ParticleEdit.keep_root -> use_keep_root: boolean Keep root keys unmodified +TODO * ParticleFluidSettings.drops -> show_drops: boolean Show drop particles +TODO * ParticleFluidSettings.floats -> show_floats: boolean Show floating foam particles +TODO * ParticleFluidSettings.tracer -> show_tracer: boolean Show tracer particles +TODO * ParticleInstanceModifier.alive -> show_alive: boolean Show instances when particles are alive +TODO * ParticleInstanceModifier.children -> use_children: boolean Create instances from child particles +TODO * ParticleInstanceModifier.dead -> show_dead: boolean Show instances when particles are dead +TODO * ParticleInstanceModifier.keep_shape -> use_keep_shape: boolean Don't stretch the object ParticleInstanceModifier.normal -> use_normal: boolean Create instances from normal particles ParticleInstanceModifier.size -> use_size: boolean Use particle size to scale the instances -ParticleInstanceModifier.unborn -> show_unborn: boolean Show instances when particles are unborn +TODO * ParticleInstanceModifier.unborn -> show_unborn: boolean Show instances when particles are unborn ParticleInstanceModifier.use_path -> use_path: boolean Create instances along particle paths -ParticleSettings.abs_path_time -> use_abs_path_time: boolean Path timing is in absolute frames -ParticleSettings.animate_branching -> use_animate_branching: boolean Animate branching +TODO * ParticleSettings.abs_path_time -> use_abs_path_time: boolean Path timing is in absolute frames +TODO * ParticleSettings.animate_branching -> use_animate_branching: boolean Animate branching ParticleSettings.billboard_lock -> lock_billboard: boolean Lock the billboards align axis ParticleSettings.boids_2d -> lock_boids_to_surface: boolean Constrain boids to a surface ParticleSettings.branching -> use_branching: boolean Branch child paths from each other -ParticleSettings.child_effector -> use_child_effector: boolean Apply effectors to children -ParticleSettings.child_guide -> use_child_guide: boolean -ParticleSettings.child_render -> use_child_render: boolean +TODO * ParticleSettings.child_effector -> use_child_effector: boolean Apply effectors to children +TODO * ParticleSettings.child_guide -> use_child_guide: boolean +TODO * ParticleSettings.child_render -> use_child_render: boolean ParticleSettings.die_on_collision -> use_die_on_collision: boolean Particles die when they collide with a deflector object -ParticleSettings.died -> show_died: boolean Show particles after they have died +TODO * ParticleSettings.died -> show_died: boolean Show particles after they have died ParticleSettings.draw_health -> show_health: boolean Draw boid health -ParticleSettings.emitter -> use_emitter: boolean Render emitter Object also +TODO * ParticleSettings.emitter -> use_emitter: boolean Render emitter Object also ParticleSettings.enable_simplify -> use_simplify: boolean Remove child strands as the object becomes smaller on the screen ParticleSettings.even_distribution -> use_even_distribution: boolean Use even distribution from faces based on face areas or edge lengths ParticleSettings.grid_invert -> invert_grid: boolean Invert what is considered object and what is not -ParticleSettings.hair_bspline -> use_hair_bspline: boolean Interpolate hair using B-Splines +TODO * ParticleSettings.hair_bspline -> use_hair_bspline: boolean Interpolate hair using B-Splines TODO * ParticleSettings.hair_geometry -> hair_geometry: boolean ParticleSettings.material_color -> show_material_color: boolean Draw particles using material's diffuse color -ParticleSettings.num -> use_number: boolean Show particle number -ParticleSettings.parent -> use_parent: boolean Render parent particles -ParticleSettings.rand_group -> use_random_group: boolean Pick objects from group randomly -ParticleSettings.react_multiple -> use_react_multiple: boolean React multiple times -ParticleSettings.react_start_end -> use_react_start_end: boolean Give birth to unreacted particles eventually -ParticleSettings.render_adaptive -> show_path_steps: boolean Draw steps of the particle path -ParticleSettings.render_strand -> use_render_strand: boolean Use the strand primitive for rendering -ParticleSettings.rotation_dynamic -> use_rotation_dynamic: boolean Sets rotation to dynamic/constant -ParticleSettings.self_effect -> use_self_effect: boolean Particle effectors effect themselves +TODO * ParticleSettings.num -> use_number: boolean Show particle number +ParticleSettings.parent -> use_parents: boolean Render parent particles +TODO * ParticleSettings.rand_group -> use_random_group: boolean Pick objects from group randomly +TODO * ParticleSettings.react_multiple -> use_react_multiple: boolean React multiple times +TODO * ParticleSettings.react_start_end -> use_react_start_end: boolean Give birth to unreacted particles eventually +TODO * ParticleSettings.render_adaptive -> show_path_steps: boolean Draw steps of the particle path +TODO * ParticleSettings.render_strand -> use_render_strand: boolean Use the strand primitive for rendering +TODO * ParticleSettings.rotation_dynamic -> use_rotation_dynamic: boolean Sets rotation to dynamic/constant +TODO * ParticleSettings.self_effect -> use_self_effect: boolean Particle effectors effect themselves ParticleSettings.show_size -> show_size: boolean Show particle size -ParticleSettings.size_deflect -> use_size_deflect: boolean Use particle's size in deflection +TODO * ParticleSettings.size_deflect -> use_size_deflect: boolean Use particle's size in deflection ParticleSettings.sizemass -> use_multiply_size_mass: boolean Multiply mass by particle size ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean Start and end points are the same ParticleSettings.trand -> use_emit_random: boolean Emit in random order of elements -ParticleSettings.unborn -> show_unborn: boolean Show particles before they are emitted +TODO * ParticleSettings.unborn -> show_unborn: boolean Show particles before they are emitted ParticleSettings.use_global_dupli -> use_global_dupli: boolean Use object's global coordinates for duplication ParticleSettings.use_group_count -> use_group_count: boolean Use object multiple times in the same group ParticleSettings.velocity -> show_velocity: boolean Show particle velocity -ParticleSettings.velocity_length -> use_velocity_length: boolean Multiply line length by particle speed +TODO * ParticleSettings.velocity_length -> show_velocity_length: boolean Multiply line length by particle speed TODO * ParticleSettings.viewport -> viewport: boolean ParticleSettings.whole_group -> use_whole_group: boolean Use whole group at once ParticleSystem.editable -> is_editable: boolean, (read-only) Particle system can be edited in particle mode @@ -816,36 +814,36 @@ PointCache.outdated -> is_outdated: boolean, (read-only) PointCache.quick_cache -> use_quick_cache: boolean Update simulation with cache steps PointCache.use_library_path -> use_library_path: boolean Use this files path when library linked into another file. PointDensity.turbulence -> use_turbulence: boolean Add directed noise to the density at render-time -PointLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects -PointLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows -PointLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance -PoseBone.has_ik -> is_in_ik_chain: boolean, (read-only) Is part of an IK chain +TODO * PointLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects +TODO * PointLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows +TODO * PointLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance +TODO * PoseBone.has_ik -> is_in_ik_chain: boolean, (read-only) Is part of an IK chain TODO * PoseBone.ik_dof_x -> ik_dof_x: boolean Allow movement around the X axis TODO * PoseBone.ik_dof_y -> ik_dof_y: boolean Allow movement around the Y axis TODO * PoseBone.ik_dof_z -> ik_dof_z: boolean Allow movement around the Z axis PoseBone.ik_limit_x -> lock_ik_x: boolean Limit movement around the X axis PoseBone.ik_limit_y -> lock_ik_y: boolean Limit movement around the Y axis PoseBone.ik_limit_z -> lock_ik_z: boolean Limit movement around the Z axis -PoseBone.ik_lin_control -> use_ik_lin_control: boolean Apply channel size as IK constraint if stretching is enabled -PoseBone.ik_rot_control -> use_ik_rot_control: boolean Apply channel rotation as IK constraint +TODO * PoseBone.ik_lin_control -> use_ik_lin_control: boolean Apply channel size as IK constraint if stretching is enabled +TODO * PoseBone.ik_rot_control -> use_ik_rot_control: boolean Apply channel rotation as IK constraint PoseBone.lock_location -> lock_location: boolean Lock editing of location in the interface PoseBone.lock_rotation -> lock_rotation: boolean Lock editing of rotation in the interface PoseBone.lock_rotation_w -> lock_rotation_w: boolean Lock editing of 'angle' component of four-component rotations in the interface PoseBone.lock_rotations_4d -> lock_rotations_4d: boolean Lock editing of four component rotations by components (instead of as Eulers) PoseBone.lock_scale -> lock_scale: boolean Lock editing of scale in the interface -TODO * PoseBone.selected -> select: boolean -PoseTemplateSettings.generate_def_rig -> use_generate_def_rig: boolean Create a copy of the metarig, constrainted by the generated rig +PoseBone.selected -> select: boolean +TODO * PoseTemplateSettings.generate_def_rig -> use_generate_def_rig: boolean Create a copy of the metarig, constrainted by the generated rig Property.is_never_none -> is_never_none: boolean, (read-only) True when this value can't be set to None Property.is_readonly -> is_readonly: boolean, (read-only) Property is editable through RNA Property.is_required -> is_required: boolean, (read-only) False when this property is an optional argument in an RNA function -Property.registered -> is_registered: boolean, (read-only) Property is registered as part of type registration -Property.registered_optional -> is_registered_optional: boolean, (read-only) Property is optionally registered as part of type registration +TODO * Property.registered -> is_registered: boolean, (read-only) Property is registered as part of type registration +TODO * Property.registered_optional -> is_registered_optional: boolean, (read-only) Property is optionally registered as part of type registration Property.use_output -> is_output: boolean, (read-only) True when this property is an output value from an RNA function TODO * PythonConstraint.script_error -> is_script_error: boolean, (read-only) The linked Python script has thrown an error PythonConstraint.use_targets -> use_targets: boolean Use the targets indicated in the constraint panel PythonController.debug -> use_debug: boolean Continuously reload the module from disk for editing external modules without restarting RandomActuator.always_true -> use_always_true: boolean Always false or always true -RaySensor.x_ray_mode -> use_x_ray_mode: boolean Toggle X-Ray option (see through objects that don't have the property) +TODO * RaySensor.x_ray_mode -> use_x_ray_mode: boolean Toggle X-Ray option (see through objects that don't have the property) RegionView3D.box_clip -> use_box_clip: boolean Clip objects based on what's visible in other side views RegionView3D.box_preview -> show_synced_view: boolean Sync view position between side views RegionView3D.lock_rotation -> lock_rotation: boolean Lock view rotation in side views @@ -889,14 +887,14 @@ TODO * RenderLayer.zmask_layers -> zmask_layers: boolean, (read-only) Zma TODO * RenderLayer.zmask_negate -> zmask_negate: boolean, (read-only) For Zmask, only render what is behind solid z values instead of in front TODO * RenderLayer.ztransp -> ztransp: boolean, (read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos) RenderSettings.backbuf -> use_backbuf: boolean Render backbuffer image -RenderSettings.bake_active -> use_bake_active: boolean Bake shading on the surface of selected objects to the active object +TODO * RenderSettings.bake_active -> use_bake_active: boolean Bake shading on the surface of selected objects to the active object RenderSettings.bake_clear -> use_bake_clear: boolean Clear Images before baking -RenderSettings.bake_enable_aa -> use_bake_enable_aa: boolean Enables Anti-aliasing +TODO * RenderSettings.bake_enable_aa -> use_bake_enable_aa: boolean Enables Anti-aliasing RenderSettings.bake_normalized -> use_bake_normalized: boolean With displacement normalize to the distance, with ambient occlusion normalize without using material settings -RenderSettings.cineon_log -> use_cineon_log: boolean Convert to logarithmic color space +TODO * RenderSettings.cineon_log -> use_cineon_log: boolean Convert to logarithmic color space RenderSettings.color_management -> use_color_management: boolean Use color profiles and gamma corrected imaging pipeline RenderSettings.crop_to_border -> use_crop_to_border: boolean Crop the rendered frame to the defined border size -RenderSettings.edge -> edge: boolean use_Create a toon outline around the edges of geometry +TODO * RenderSettings.edge -> edge: boolean use_Create a toon outline around the edges of geometry RenderSettings.exr_half -> use_exr_half: boolean Use 16 bit floats instead of 32 bit floats per channel RenderSettings.exr_preview -> use_exr_preview: boolean When rendering animations, save JPG preview images in same directory RenderSettings.exr_zbuf -> use_exr_zbuf: boolean Save the z-depth per pixel (32 bit unsigned int zbuffer) @@ -910,11 +908,11 @@ RenderSettings.is_movie_format -> is_movie_format: boolean, (read-only) Wh RenderSettings.jpeg2k_ycc -> use_jpeg2k_ycc: boolean Save luminance-chrominance-chrominance channels instead of RGB colors RenderSettings.motion_blur -> use_motion_blur: boolean Use multi-sampled 3D scene motion blur TODO * RenderSettings.multiple_engines -> multiple_engines: boolean, (read-only) More than one rendering engine is available -RenderSettings.render_antialiasing -> use_render_antialiasing: boolean Render and combine multiple samples per pixel to prevent jagged edges +TODO * RenderSettings.render_antialiasing -> use_render_antialiasing: boolean Render and combine multiple samples per pixel to prevent jagged edges TODO doubled?* RenderSettings.render_stamp -> render_stamp: boolean Render the stamp info text in the rendered image RenderSettings.save_buffers -> use_save_buffers: boolean Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample) RenderSettings.simplify_triangulate -> use_simplify_triangulate: boolean Disables non-planer quads being triangulated -RenderSettings.single_layer -> use_active_layer: boolean Only render the active layer +RenderSettings.single_layer -> use_single_layer: boolean Only render the active layer RenderSettings.stamp_camera -> use_stamp_camera: boolean Include the name of the active camera in image metadata RenderSettings.stamp_date -> use_stamp_date: boolean Include the current date in image metadata RenderSettings.stamp_filename -> use_stamp_filename: boolean Include the filename of the .blend file in image metadata @@ -925,7 +923,7 @@ RenderSettings.stamp_render_time -> use_stamp_render_time: boolean Include RenderSettings.stamp_scene -> use_stamp_scene: boolean Include the name of the active scene in image metadata RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean Include the name of the foreground sequence strip in image metadata RenderSettings.stamp_time -> use_stamp_time: boolean Include the render frame as HH:MM:SS.FF in image metadata -RenderSettings.tiff_bit -> use_tiff_bit: boolean Save TIFF with 16 bits per channel +TODO * RenderSettings.tiff_bit -> use_tiff_bit: boolean Save TIFF with 16 bits per channel RenderSettings.use_border -> use_border: boolean Render a user-defined border region, within the frame size. Note, this disables save_buffers and full_sample RenderSettings.use_compositing -> use_compositing: boolean Process the render result through the compositing pipeline, if compositing nodes are enabled RenderSettings.use_envmaps -> use_envmaps: boolean Calculate environment maps while rendering @@ -944,23 +942,23 @@ RenderSettings.use_shadows -> use_shadows: boolean Calculate shadows while RenderSettings.use_simplify -> use_simplify: boolean Enable simplification of scene for quicker preview renders RenderSettings.use_sss -> use_sss: boolean Calculate sub-surface scattering in materials rendering RenderSettings.use_textures -> use_textures: boolean Use textures to affect material properties -RigidBodyJointConstraint.disable_linked_collision -> use_disable_linked_collision: boolean Disable collision between linked bodies +TODO * RigidBodyJointConstraint.disable_linked_collision -> use_disable_linked_collision: boolean Disable collision between linked bodies RigidBodyJointConstraint.draw_pivot -> show_pivot: boolean Display the pivot point and rotation in 3D view Scene.frame_drop -> use_frame_drop: boolean Play back dropping frames if frame display is too slow -TODO * Scene.layers -> layers: boolean Layers visible when rendering the scene +Scene.layers -> layer: boolean Layers visible when rendering the scene TODO * Scene.mute_audio -> mute_audio: boolean Play back of audio from Sequence Editor will be muted TODO * Scene.nla_tweakmode_on -> is_nla_tweakmode_on: boolean, (read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only -Scene.pov_radio_always_sample -> use_pov_radio_always_sample: boolean Only use the data from the pretrace step and not gather any new samples during the final radiosity pass -Scene.pov_radio_display_advanced -> show_pov_radio_advanced: boolean Show advanced options -Scene.pov_radio_enable -> use_pov_radio_enable: boolean Enable povrays radiosity calculation -Scene.pov_radio_media -> use_pov_radio_media: boolean Radiosity estimation can be affected by media -Scene.pov_radio_normal -> use_pov_radio_normal: boolean Radiosity estimation can be affected by normals -Scene.scrub_audio -> use_scrub_audio: boolean Play audio from Sequence Editor while scrubbing -Scene.sync_audio -> use_sync_audio: boolean Play back and sync with audio clock, dropping frames if frame display is too slow +TODO * Scene.pov_radio_always_sample -> use_pov_radio_always_sample: boolean Only use the data from the pretrace step and not gather any new samples during the final radiosity pass +TODO * Scene.pov_radio_display_advanced -> show_pov_radio_advanced: boolean Show advanced options +TODO * Scene.pov_radio_enable -> use_pov_radio_enable: boolean Enable povrays radiosity calculation +TODO * Scene.pov_radio_media -> use_pov_radio_media: boolean Radiosity estimation can be affected by media +TODO * Scene.pov_radio_normal -> use_pov_radio_normal: boolean Radiosity estimation can be affected by normals +TODO * Scene.scrub_audio -> use_scrub_audio: boolean Play audio from Sequence Editor while scrubbing +TODO * Scene.sync_audio -> use_sync_audio: boolean Play back and sync with audio clock, dropping frames if frame display is too slow Scene.use_gravity -> use_gravity: boolean Use global gravity for all dynamics Scene.use_nodes -> use_nodes: boolean Enable the compositing node tree Scene.use_preview_range -> use_preview_range: boolean Use an alternative start/end frame for UI playback, rather than the scene start/end frame -SceneGameData.activity_culling -> use_activity_culling: boolean Activity culling is enabled +TODO * SceneGameData.activity_culling -> use_activity_culling: boolean Activity culling is enabled SceneGameData.auto_start -> use_auto_start: boolean Automatically start game at load time SceneGameData.fullscreen -> show_fullscreen: boolean Starts player in a new fullscreen display SceneGameData.glsl_extra_textures -> use_glsl_extra_textures: boolean Use extra textures like normal or specular maps for GLSL rendering @@ -976,56 +974,56 @@ SceneGameData.use_animation_record -> use_animation_record: boolean Record SceneGameData.use_deprecation_warnings -> use_deprecation_warnings: boolean Print warnings when using deprecated features in the python API SceneGameData.use_display_lists -> use_display_lists: boolean Use display lists to speed up rendering by keeping geometry on the GPU SceneGameData.use_frame_rate -> use_frame_rate: boolean Respect the frame rate rather than rendering as many frames as possible -SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean Use optimized Bullet DBVT tree for view frustum and occlusion culling +TODO * SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean Use optimized Bullet DBVT tree for view frustum and occlusion culling SceneRenderLayer.all_z -> use_all_z: boolean Fill in Z values for solid faces in invisible layers, for masking SceneRenderLayer.edge -> use_edge: boolean Render Edge-enhance in this Layer (only works for Solid faces) TODO * SceneRenderLayer.enabled -> enabled: boolean Disable or enable the render layer SceneRenderLayer.halo -> use_halo: boolean Render Halos in this Layer (on top of Solid) -SceneRenderLayer.pass_ao -> use_pass_ao: boolean Deliver AO pass -SceneRenderLayer.pass_ao_exclude -> use_pass_ao_exclude: boolean Exclude AO pass from combined -SceneRenderLayer.pass_color -> use_pass_color: boolean Deliver shade-less color pass -SceneRenderLayer.pass_combined -> use_pass_combined: boolean Deliver full combined RGBA buffer -SceneRenderLayer.pass_diffuse -> use_pass_diffuse: boolean Deliver diffuse pass -SceneRenderLayer.pass_emit -> use_pass_emit: boolean Deliver emission pass -SceneRenderLayer.pass_emit_exclude -> use_pass_emit_exclude: boolean Exclude emission pass from combined -SceneRenderLayer.pass_environment -> use_pass_environment: boolean Deliver environment lighting pass -SceneRenderLayer.pass_environment_exclude -> use_pass_environment_exclude: boolean Exclude environment pass from combined -SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean Deliver indirect lighting pass -SceneRenderLayer.pass_indirect_exclude -> use_pass_indirect_exclude: boolean Exclude indirect pass from combined -SceneRenderLayer.pass_mist -> use_pass_mist: boolean Deliver mist factor pass (0.0-1.0) -SceneRenderLayer.pass_normal -> use_pass_normal: boolean Deliver normal pass -SceneRenderLayer.pass_object_index -> use_pass_object_index: boolean Deliver object index pass -SceneRenderLayer.pass_reflection -> use_pass_reflection: boolean Deliver raytraced reflection pass -SceneRenderLayer.pass_reflection_exclude -> use_pass_reflection_exclude: boolean Exclude raytraced reflection pass from combined -SceneRenderLayer.pass_refraction -> use_pass_refraction: boolean Deliver raytraced refraction pass -SceneRenderLayer.pass_refraction_exclude -> use_pass_refraction_exclude: boolean Exclude raytraced refraction pass from combined -SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean Deliver shadow pass -SceneRenderLayer.pass_shadow_exclude -> use_pass_shadow_exclude: boolean Exclude shadow pass from combined -SceneRenderLayer.pass_specular -> use_pass_specular: boolean Deliver specular pass -SceneRenderLayer.pass_specular_exclude -> use_pass_specular_exclude: boolean Exclude specular pass from combined -SceneRenderLayer.pass_uv -> use_pass_uv: boolean Deliver texture UV pass -SceneRenderLayer.pass_vector -> use_pass_vector: boolean Deliver speed vector pass -SceneRenderLayer.pass_z -> use_pass_z: boolean Deliver Z values pass -SceneRenderLayer.sky -> use_sky: boolean Render Sky in this Layer -SceneRenderLayer.solid -> use_solid: boolean Render Solid faces in this Layer -SceneRenderLayer.strand -> use_strand: boolean Render Strands in this Layer -SceneRenderLayer.visible_layers -> visible_layers: boolean Scene layers included in this render layer -SceneRenderLayer.zmask -> use_zmask: boolean Only render what's in front of the solid z values -SceneRenderLayer.zmask_layers -> use_zmask_layers: boolean Zmask scene layers -SceneRenderLayer.zmask_negate -> use_zmask_negate: boolean For Zmask, only render what is behind solid z values instead of in front -SceneRenderLayer.ztransp -> use_ztransp: boolean Render Z-Transparent faces in this Layer (On top of Solid and Halos) +TODO * SceneRenderLayer.pass_ao -> use_pass_ao: boolean Deliver AO pass +TODO * SceneRenderLayer.pass_ao_exclude -> use_pass_ao_exclude: boolean Exclude AO pass from combined +TODO * SceneRenderLayer.pass_color -> use_pass_color: boolean Deliver shade-less color pass +TODO * SceneRenderLayer.pass_combined -> use_pass_combined: boolean Deliver full combined RGBA buffer +TODO * SceneRenderLayer.pass_diffuse -> use_pass_diffuse: boolean Deliver diffuse pass +TODO * SceneRenderLayer.pass_emit -> use_pass_emit: boolean Deliver emission pass +TODO * SceneRenderLayer.pass_emit_exclude -> use_pass_emit_exclude: boolean Exclude emission pass from combined +TODO * SceneRenderLayer.pass_environment -> use_pass_environment: boolean Deliver environment lighting pass +TODO * SceneRenderLayer.pass_environment_exclude -> use_pass_environment_exclude: boolean Exclude environment pass from combined +TODO * SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean Deliver indirect lighting pass +TODO * SceneRenderLayer.pass_indirect_exclude -> use_pass_indirect_exclude: boolean Exclude indirect pass from combined +TODO * SceneRenderLayer.pass_mist -> use_pass_mist: boolean Deliver mist factor pass (0.0-1.0) +TODO * SceneRenderLayer.pass_normal -> use_pass_normal: boolean Deliver normal pass +TODO * SceneRenderLayer.pass_object_index -> use_pass_object_index: boolean Deliver object index pass +TODO * SceneRenderLayer.pass_reflection -> use_pass_reflection: boolean Deliver raytraced reflection pass +TODO * SceneRenderLayer.pass_reflection_exclude -> use_pass_reflection_exclude: boolean Exclude raytraced reflection pass from combined +TODO * SceneRenderLayer.pass_refraction -> use_pass_refraction: boolean Deliver raytraced refraction pass +TODO * SceneRenderLayer.pass_refraction_exclude -> use_pass_refraction_exclude: boolean Exclude raytraced refraction pass from combined +TODO * SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean Deliver shadow pass +TODO * SceneRenderLayer.pass_shadow_exclude -> use_pass_shadow_exclude: boolean Exclude shadow pass from combined +TODO * SceneRenderLayer.pass_specular -> use_pass_specular: boolean Deliver specular pass +TODO * SceneRenderLayer.pass_specular_exclude -> use_pass_specular_exclude: boolean Exclude specular pass from combined +TODO * SceneRenderLayer.pass_uv -> use_pass_uv: boolean Deliver texture UV pass +TODO * SceneRenderLayer.pass_vector -> use_pass_vector: boolean Deliver speed vector pass +TODO * SceneRenderLayer.pass_z -> use_pass_z: boolean Deliver Z values pass +TODO * SceneRenderLayer.sky -> use_sky: boolean Render Sky in this Layer +TODO * SceneRenderLayer.solid -> use_solid: boolean Render Solid faces in this Layer +TODO * SceneRenderLayer.strand -> use_strand: boolean Render Strands in this Layer +TODO * SceneRenderLayer.visible_layers -> visible_layers: boolean Scene layers included in this render layer +TODO * SceneRenderLayer.zmask -> use_zmask: boolean Only render what's in front of the solid z values +TODO * SceneRenderLayer.zmask_layers -> use_zmask_layers: boolean Zmask scene layers +TODO * SceneRenderLayer.zmask_negate -> use_zmask_negate: boolean For Zmask, only render what is behind solid z values instead of in front +TODO * SceneRenderLayer.ztransp -> use_ztransp: boolean Render Z-Transparent faces in this Layer (On top of Solid and Halos) TODO * SceneSequence.convert_float -> convert_float: boolean Convert input to float data -TODO * SceneSequence.de_interlace -> de_interlace: boolean For video movies to remove fields -TODO * SceneSequence.flip_x -> flip_x: boolean Flip on the X axis -TODO * SceneSequence.flip_y -> flip_y: boolean Flip on the Y axis +SceneSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields +SceneSequence.flip_x -> use_flip_x: boolean Flip on the X axis +SceneSequence.flip_y -> use_flip_y: boolean Flip on the Y axis TODO * SceneSequence.premultiply -> premultiply: boolean Convert RGB from key alpha to premultiplied alpha -TODO * SceneSequence.proxy_custom_directory -> proxy_custom_directory: boolean Use a custom directory to store data -TODO * SceneSequence.proxy_custom_file -> proxy_custom_file: boolean Use a custom file to read proxy data from -TODO * SceneSequence.reverse_frames -> reverse_frames: boolean Reverse frame order -TODO * SceneSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input -TODO * SceneSequence.use_crop -> use_crop: boolean Crop image before processing -TODO * SceneSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip -TODO * SceneSequence.use_translation -> use_translation: boolean Translate image before processing +SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data +SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from +TODO * SceneSequence.reverse_frames -> use_frame_reverse: boolean Reverse frame order +SceneSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input +SceneSequence.use_crop -> use_crop: boolean Crop image before processing +SceneSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip +SceneSequence.use_translation -> use_translation: boolean Translate image before processing Scopes.use_full_resolution -> use_full_resolution: boolean Sample every pixel of the image Screen.animation_playing -> is_animation_playing: boolean, (read-only) Animation playback is active Screen.fullscreen -> is_fullscreen: boolean, (read-only) An area is maximised, filling this screen @@ -1039,17 +1037,17 @@ Sculpt.symmetry_x -> use_symmetry_x: boolean Mirror brush across the X axi Sculpt.symmetry_y -> use_symmetry_y: boolean Mirror brush across the Y axis Sculpt.symmetry_z -> use_symmetry_z: boolean Mirror brush across the Z axis Sensor.expanded -> show_expanded: boolean Set sensor expanded in the user interface -TODO * Sensor.invert -> invert: boolean Invert the level(output) of this sensor +Sensor.invert -> invert: boolean Invert the level(output) of this sensor TODO * Sensor.level -> level: boolean Level detector, trigger controllers of new states(only applicable upon logic state transition) Sensor.pulse_false_level -> use_pulse_false_level: boolean Activate FALSE level triggering (pulse mode) Sensor.pulse_true_level -> use_pulse_true_level: boolean Activate TRUE level triggering (pulse mode) Sensor.tap -> use_tap: boolean Trigger controllers only for an instant, even while the sensor remains true TODO * Sequence.frame_locked -> frame_locked: boolean Lock the animation curve to the global frame counter -TODO * Sequence.left_handle_selected -> select_left_handle: boolean -TODO * Sequence.lock -> lock: boolean Lock strip so that it can't be transformed -TODO * Sequence.mute -> mute: boolean -TODO * Sequence.right_handle_selected -> select_right_handle: boolean -TODO * Sequence.selected -> select: boolean +Sequence.left_handle_selected -> select_left_handle: boolean +Sequence.lock -> lock: boolean Lock strip so that it can't be transformed +Sequence.mute -> mute: boolean +Sequence.right_handle_selected -> select_right_handle: boolean +Sequence.selected -> select: boolean TODO * Sequence.use_effect_default_fade -> use_effect_default_fade: boolean Fade effect using the built-in default (usually make transition as long as effect strip) SequenceColorBalance.inverse_gain -> invert_gain: boolean SequenceColorBalance.inverse_gamma -> invert_gamma: boolean @@ -1057,14 +1055,14 @@ SequenceColorBalance.inverse_lift -> invert_lift: boolean ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal ShaderNodeExtendedMaterial.specular -> use_specular: boolean Material Node outputs Specular -ShaderNodeMapping.clamp_maximum -> use_clamp_to_max: boolean Clamp the output coordinate to a maximum value -ShaderNodeMapping.clamp_minimum -> use_clamp_to_min: boolean Clamp the output coordinate to a minimum value +TODO * ShaderNodeMapping.clamp_maximum -> use_clamp_to_max: boolean Clamp the output coordinate to a maximum value +TODO * ShaderNodeMapping.clamp_minimum -> use_clamp_to_min: boolean Clamp the output coordinate to a minimum value ShaderNodeMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse ShaderNodeMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal ShaderNodeMaterial.specular -> use_specular: boolean Material Node outputs Specular ShaderNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation -ShapeActionActuator.continue_last_frame -> use_continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time -TODO * ShapeKey.mute -> mute: boolean Mute this shape key +TODO * ShapeActionActuator.continue_last_frame -> use_continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time +ShapeKey.mute -> mute: boolean Mute this shape key TODO see below * ShrinkwrapConstraint.use_x -> use_x: boolean Projection over X Axis TODO see below* ShrinkwrapConstraint.use_y -> use_y: boolean Projection over Y Axis TODO see below* ShrinkwrapConstraint.use_z -> use_z: boolean Projection over Z Axis @@ -1076,14 +1074,14 @@ TODO * ShrinkwrapModifier.positive -> positive: boolean Allow vertices to ShrinkwrapModifier.x -> use_x: boolean ShrinkwrapModifier.y -> use_y: boolean ShrinkwrapModifier.z -> use_z: boolean -SimpleDeformModifier.lock_x_axis -> lock_axis_x: boolean -SimpleDeformModifier.lock_y_axis -> lock_axis_y: boolean +TODO * SimpleDeformModifier.lock_x_axis -> lock_axis_x: boolean +TODO * SimpleDeformModifier.lock_y_axis -> lock_axis_y: boolean SimpleDeformModifier.relative -> use_relative: boolean Sets the origin of deform space to be relative to the object SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke: boolean Enable smoke to disappear over time SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log: boolean Using 1/x -SmokeDomainSettings.highres -> use_highres: boolean Enable high resolution (using amplification) +TODO * SmokeDomainSettings.highres -> use_highres: boolean Enable high resolution (using amplification) SmokeDomainSettings.initial_velocity -> use_initial_velocity: boolean Smoke inherits it's velocity from the emitter particle -SmokeDomainSettings.viewhighres -> show_highres: boolean Show high resolution (using amplification) +TODO * SmokeDomainSettings.viewhighres -> show_highres: boolean Show high resolution (using amplification) NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean Deletes smoke from simulation SmoothModifier.x -> use_x: boolean SmoothModifier.y -> use_y: boolean @@ -1103,16 +1101,16 @@ SolidifyModifier.use_even_offset -> use_even_offset: boolean Maintain thic SolidifyModifier.use_quality_normals -> use_quality_normals: boolean Calculate normals which result in more even thickness (slow, disable when not needed) SolidifyModifier.use_rim -> use_rim: boolean Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed) SolidifyModifier.use_rim_material -> use_rim_material: boolean Use in the next material for rim faces -Sound.caching -> use_ram_cache: boolean The sound file is decoded and loaded into RAM -SoundActuator.enable_sound_3d -> use_sound_3d: boolean Enable/Disable 3D Sound +TODO * Sound.caching -> use_ram_cache: boolean The sound file is decoded and loaded into RAM +TODO * SoundActuator.enable_sound_3d -> use_sound_3d: boolean Enable/Disable 3D Sound SpaceConsole.show_report_debug -> show_report_debug: boolean Display debug reporting info SpaceConsole.show_report_error -> show_report_error: boolean Display error text SpaceConsole.show_report_info -> show_report_info: boolean Display general information SpaceConsole.show_report_operator -> show_report_operator: boolean Display the operator log -SpaceConsole.show_report_warn -> show_report_warn: boolean Display warnings -SpaceDopeSheetEditor.automerge_keyframes -> show_automerge_keyframes: boolean Show handles of Bezier control points -SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views -SpaceDopeSheetEditor.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line +SpaceConsole.show_report_warn -> show_report_warning: boolean Display warnings +TODO * SpaceDopeSheetEditor.automerge_keyframes -> show_automerge_keyframes: boolean Show handles of Bezier control points +TODO * SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views +TODO * SpaceDopeSheetEditor.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean Show sliders beside F-Curve channels SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean Sync Markers with keyframe edits @@ -1120,19 +1118,19 @@ SpaceGraphEditor.automerge_keyframes -> show_automerge_keyframes: boolean TODO * SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean Graph Editor instance has some ghost curves stored SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles: boolean Only keyframes of selected F-Curves are visible and editable SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean Only show and edit handles of selected keyframes -SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views -SpaceGraphEditor.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line +TODO * SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views +TODO * SpaceGraphEditor.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line SpaceGraphEditor.show_cursor -> show_cursor: boolean Show 2D cursor SpaceGraphEditor.show_handles -> show_handles: boolean Show handles of Bezier control points SpaceGraphEditor.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames SpaceGraphEditor.show_sliders -> show_sliders: boolean Show sliders beside F-Curve channels SpaceImageEditor.draw_repeated -> show_repeated: boolean Draw the image repeated outside of the main view SpaceImageEditor.image_painting -> use_image_paint: boolean Enable image painting mode -SpaceImageEditor.image_pin -> show_image_pin: boolean Display current image regardless of object selection +TODO * SpaceImageEditor.image_pin -> show_image_pin: boolean Display current image regardless of object selection SpaceImageEditor.show_paint -> show_paint: boolean, (read-only) Show paint related properties SpaceImageEditor.show_render -> show_render: boolean, (read-only) Show render related properties SpaceImageEditor.show_uvedit -> show_uvedit: boolean, (read-only) Show UV editing related properties -SpaceImageEditor.update_automatically -> use_update_automatically: boolean Update other affected window spaces automatically to reflect changes during interactive operations such as transform +TODO * SpaceImageEditor.update_automatically -> use_update_automatically: boolean Update other affected window spaces automatically to reflect changes during interactive operations such as transform SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean Display and edit the grease pencil freehand annotations overlay SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects: boolean Show actuators of active object SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states: boolean Show only actuators connected to active states @@ -1145,8 +1143,8 @@ SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects: SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states: boolean Show only sensors connected to active states SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller: boolean Show linked objects to the controller SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects: boolean Show sensors of all selected objects -SpaceNLA.realtime_updates -> use_realtime_updates: boolean When transforming strips, changes to the animation data are flushed to other views -SpaceNLA.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line +TODO * SpaceNLA.realtime_updates -> use_realtime_updates: boolean When transforming strips, changes to the animation data are flushed to other views +TODO * SpaceNLA.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line SpaceNLA.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames SpaceNLA.show_strip_curves -> show_strip_curves: boolean Show influence curves on strips SpaceNodeEditor.backdrop -> show_backdrop: boolean Use active Viewer Node output as backdrop for compositing nodes @@ -1166,17 +1164,17 @@ SpaceTextEditor.find_wrap -> use_find_wrap: boolean Search again from the SpaceTextEditor.line_numbers -> show_line_numbers: boolean Show line numbers next to the text SpaceTextEditor.live_edit -> use_live_edit: boolean Run python while editing SpaceTextEditor.overwrite -> use_overwrite: boolean Overwrite characters when typing rather than inserting them -SpaceTextEditor.syntax_highlight -> use_syntax_highlight: boolean Syntax highlight for scripting -SpaceTextEditor.word_wrap -> use_word_wrap: boolean Wrap words if there is not enough horizontal space -SpaceTimeline.only_selected -> use_only_selected: boolean Show keyframes for active Object and/or its selected channels only +TODO * SpaceTextEditor.syntax_highlight -> use_syntax_highlight: boolean Syntax highlight for scripting +TODO * SpaceTextEditor.word_wrap -> use_word_wrap: boolean Wrap words if there is not enough horizontal space +SpaceTimeline.only_selected -> show_only_selected: boolean Show keyframes for active Object and/or its selected channels only SpaceTimeline.play_all_3d -> use_play_all_3d: boolean -SpaceTimeline.play_anim -> use_play_anim: boolean +TODO * SpaceTimeline.play_anim -> use_play_anim: boolean SpaceTimeline.play_buttons -> use_play_buttons: boolean SpaceTimeline.play_image -> use_play_image: boolean SpaceTimeline.play_nodes -> use_play_nodes: boolean SpaceTimeline.play_sequencer -> use_play_sequencer: boolean SpaceTimeline.play_top_left -> use_play_top_left: boolean -SpaceTimeline.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line +TODO * SpaceTimeline.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds: boolean Constraint to stay within the image bounds while editing SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean Draw edges after modifiers are applied SpaceUVEditor.draw_other_objects -> show_other_objects: boolean Draw other selected objects that share the same image @@ -1188,17 +1186,17 @@ SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels: boolean Snap UVs to pi SpaceView3D.all_object_origins -> show_all_objects_origin: boolean Show the object origin center dot for all (selected and unselected) objects SpaceView3D.display_background_images -> show_background_images: boolean Display reference images behind objects in the 3D View SpaceView3D.display_floor -> show_floor: boolean Show the ground plane grid in perspective view -SpaceView3D.display_render_override -> show_render_override: boolean Display only objects which will be rendered +TODO * SpaceView3D.display_render_override -> show_render_override: boolean Display only objects which will be rendered SpaceView3D.display_x_axis -> show_axis_x: boolean Show the X axis line in perspective view SpaceView3D.display_y_axis -> show_axis_y: boolean Show the Y axis line in perspective view SpaceView3D.display_z_axis -> show_axis_z: boolean Show the Z axis line in perspective view -TODO * SpaceView3D.layers -> layers: boolean Layers visible in this 3D View +TODO * SpaceView3D.layers -> layer: boolean Layers visible in this 3D View SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean Use the scene's active camera and layers in this view, rather than local layers SpaceView3D.manipulator -> use_manipulator: boolean Use a 3D manipulator widget for controlling transforms SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean Use the manipulator for rotation transformations SpaceView3D.manipulator_scale -> use_manipulator_scale: boolean Use the manipulator for scale transformations SpaceView3D.manipulator_translate -> use_manipulator_translate: boolean Use the manipulator for movement transformations -SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean Limit selection to visible (clipped with depth buffer) +TODO * SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean Limit selection to visible (clipped with depth buffer) SpaceView3D.outline_selected -> show_outline_selected: boolean Show an outline highlight around selected objects in non-wireframe views SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean Manipulate object centers only SpaceView3D.relationship_lines -> show_relationship_lines: boolean Show dashed lines indicating parent or constraint relationships @@ -1224,20 +1222,20 @@ TODO * SplinePoint.selected -> select_control_point: boolean Selection st SpotLamp.auto_clip_end -> use_auto_clip_end: boolean Automatic calculation of clipping-end, based on visible vertices SpotLamp.auto_clip_start -> use_auto_clip_start: boolean Automatic calculation of clipping-start, based on visible vertices SpotLamp.halo -> use_halo: boolean Renders spotlight with a volumetric halo (Buffer Shadows) -SpotLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects -SpotLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows +TODO * SpotLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects +TODO * SpotLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows SpotLamp.show_cone -> show_cone: boolean Draw transparent cone in 3D view to visualize which objects are contained in it -SpotLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance -SpotLamp.square -> use_square: boolean Casts a square spot light shape +TODO * SpotLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance +TODO * SpotLamp.square -> use_square: boolean Casts a square spot light shape TODO * StateActuator.state -> state: boolean -SubsurfModifier.optimal_display -> show_optimal: boolean Skip drawing/rendering of interior subdivided edges +TODO * SubsurfModifier.optimal_display -> show_optimal: boolean Skip drawing/rendering of interior subdivided edges SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean Use subsurf to subdivide UVs SunLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects -SunLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows -SurfaceCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box +TODO * SunLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows +TODO * SurfaceCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box SurfaceCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render -TexMapping.has_maximum -> use_clip_to_max: boolean Whether to use maximum clipping value -TexMapping.has_minimum -> use_clip_to_min: boolean Whether to use minimum clipping value +TODO * TexMapping.has_maximum -> use_clip_to_max: boolean Whether to use maximum clipping value +TODO * TexMapping.has_minimum -> use_clip_to_min: boolean Whether to use minimum clipping value Text.dirty -> is_dirty: boolean, (read-only) Text file has been edited since last save Text.memory -> is_in_memory: boolean, (read-only) Text file is in memory, without a corresponding file on disk Text.modified -> is_modified: boolean, (read-only) Text file on disk is different than the one in memory @@ -1249,7 +1247,7 @@ TextCharacterFormat.style -> use_style: boolean TextCharacterFormat.underline -> use_underline: boolean TextCharacterFormat.wrap -> use_wrap: boolean TextCurve.fast -> use_fast_editing: boolean Don't fill polygons while editing -TextCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box +TODO * TextCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box TextCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render TextMarker.edit_all -> use_edit_all: boolean, (read-only) Edit all markers of the same group as one TODO * TextMarker.temporary -> is_temporary: boolean, (read-only) Marker is temporary @@ -1257,7 +1255,7 @@ Texture.use_color_ramp -> use_color_ramp: boolean Toggle color ramp operat Texture.use_nodes -> use_nodes: boolean Make this a node-based texture Texture.use_preview_alpha -> use_preview_alpha: boolean Show Alpha in Preview Render TextureNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation -TextureSlot.negate -> use_negate: boolean Inverts the values of the texture to reverse its effect +TODO * TextureSlot.negate -> use_negate: boolean Inverts the values of the texture to reverse its effect TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean Converts texture RGB values to intensity (gray) values TextureSlot.stencil -> use_stencil: boolean Use this texture as a blending value on the next texture ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean Allow the use of colors indicating constraints/keyed status @@ -1269,7 +1267,7 @@ ToolSettings.bone_sketching -> use_bone_sketching: boolean DOC BROKEN ToolSettings.etch_autoname -> use_etch_autoname: boolean DOC BROKEN ToolSettings.etch_overdraw -> use_etch_overdraw: boolean DOC BROKEN ToolSettings.etch_quick -> use_etch_quick: boolean DOC BROKEN -ToolSettings.mesh_selection_mode -> use_mesh_selection_mode: boolean Which mesh elements selection works on +TODO * ToolSettings.mesh_selection_mode -> use_mesh_selection_mode: boolean Which mesh elements selection works on ToolSettings.record_with_nla -> use_record_with_nla: boolean Add a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweaking ToolSettings.snap -> use_snap: boolean Snap during transform ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean Align rotation with the snapping target @@ -1282,11 +1280,11 @@ TrackToConstraint.target_z -> use_target_z: boolean Target's Z axis, not W TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean Extrapolate ranges TransformSequence.uniform_scale -> use_uniform_scale: boolean Scale uniformly, preserving aspect ratio UILayout.active -> active: boolean -UILayout.enabled -> enabled: boolean -UVProjectModifier.override_image -> show_override_image: boolean Override faces' current images with the given image +TODO * UILayout.enabled -> enabled: boolean +TODO * UVProjectModifier.override_image -> show_override_image: boolean Override faces' current images with the given image UnitSettings.use_separate -> use_separate: boolean Display units in pairs -UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_auto_available: boolean Automatic keyframe insertion in available curves -UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_auto_keyingset: boolean Automatic keyframe insertion using active Keying Set +TODO * UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_auto_available: boolean Automatic keyframe insertion in available curves +TODO * UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_auto_keyingset: boolean Automatic keyframe insertion using active Keying Set UserPreferencesEdit.drag_immediately -> use_drag_immediately: boolean Moving things with a mouse drag confirms when releasing the button UserPreferencesEdit.duplicate_action -> use_duplicate_action: boolean Causes actions to be duplicated with the object UserPreferencesEdit.duplicate_armature -> use_duplicate_armature: boolean Causes armature data to be duplicated with the object @@ -1304,67 +1302,63 @@ UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode: boolean Enter UserPreferencesEdit.global_undo -> use_global_undo: boolean Global undo works by keeping a full copy of the file itself in memory, so takes extra memory UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke: boolean Simplify the final stroke UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke: boolean Smooth the final stroke -UserPreferencesEdit.insertkey_xyz_to_rgb -> show_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis +TODO * UserPreferencesEdit.insertkey_xyz_to_rgb -> show_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed: boolean Keyframe insertion only when keyframe needed -UserPreferencesEdit.snap_rotate -> use_snap_grid_rotate: boolean Snap objects and sub-objects to grid units when rotating -UserPreferencesEdit.snap_scale -> use_snap_grid_scale: boolean Snap objects and sub-objects to grid units when scaling -UserPreferencesEdit.snap_translate -> use_snap_grid_translate: boolean Snap objects and sub-objects to grid units when moving UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean Automatic keyframe insertion for Objects and Bones UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean Current frame number can be manually set to a negative value -UserPreferencesEdit.use_visual_keying -> show_visual_keying: boolean Use Visual keying automatically for constrained objects +TODO * UserPreferencesEdit.use_visual_keying -> show_visual_keying: boolean Use Visual keying automatically for constrained objects UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files: boolean Automatic saving of temporary files -UserPreferencesFilePaths.compress_file -> use_file_compression: boolean Enable file compression when saving .blend files -UserPreferencesFilePaths.filter_file_extensions -> show_only_file_extensions: boolean Display only files with extensions in the image select window -UserPreferencesFilePaths.hide_dot_files_datablocks -> show_dot_files_datablocks: boolean Hide files/datablocks that start with a dot(.*) +TODO * UserPreferencesFilePaths.compress_file -> use_file_compression: boolean Enable file compression when saving .blend files +TODO * UserPreferencesFilePaths.filter_file_extensions -> show_only_file_extensions: boolean Display only files with extensions in the image select window +TODO * UserPreferencesFilePaths.hide_dot_files_datablocks -> show_dot_files_datablocks: boolean Hide files/datablocks that start with a dot(.*) UserPreferencesFilePaths.load_ui -> use_load_ui: boolean Load user interface setup when loading .blend files UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean Enables automatic saving of preview images in the .blend file UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean Default relative path option for the file selector UserPreferencesInput.continuous_mouse -> use_continuous_mouse: boolean Allow moving the mouse outside the view on some manipulations (transform, ui control drag) UserPreferencesInput.emulate_3_button_mouse -> use_emulate_3_button_mouse: boolean Emulates Middle Mouse with Alt+LeftMouse (doesn't work with Left Mouse Select option) UserPreferencesInput.emulate_numpad -> use_emulate_numpad: boolean Causes the 1 to 0 keys to act as the numpad (useful for laptops) -UserPreferencesInput.invert_zoom_direction -> invert_zoom: boolean Invert the axis of mouse movement for zooming +TODO * UserPreferencesInput.invert_zoom_direction -> invert_zoom: boolean Invert the axis of mouse movement for zooming UserPreferencesSystem.auto_execute_scripts -> use_scripts_auto_execute: boolean Allow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source) -UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean Enables automatic saving of preview images in the .blend file (Windows only) -UserPreferencesSystem.international_fonts -> use_fonts_international: boolean Use international fonts +TODO * UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean Enables automatic saving of preview images in the .blend file (Windows only) +TODO * UserPreferencesSystem.international_fonts -> use_fonts_international: boolean Use international fonts UserPreferencesSystem.tabs_as_spaces -> use_tabs_as_spaces: boolean Automatically converts all new tabs into spaces for new and loaded text files UserPreferencesSystem.translate_buttons -> show_translate_buttons: boolean Translate button labels UserPreferencesSystem.translate_toolbox -> show_translate_toolbox: boolean Translate toolbox menu UserPreferencesSystem.translate_tooltips -> show_translate_tooltips: boolean Translate Tooltips UserPreferencesSystem.use_antialiasing -> show_antialiasing: boolean Use anti-aliasing for the 3D view (may impact redraw performance) UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading) -UserPreferencesSystem.use_textured_fonts -> show_fonts_textured: boolean Use textures for drawing international fonts +TODO * UserPreferencesSystem.use_textured_fonts -> show_fonts_textured: boolean Use textures for drawing international fonts UserPreferencesSystem.use_vbos -> use_vertex_buffer_objects: boolean Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering -UserPreferencesSystem.use_weight_color_range -> show_weight_color_range: boolean Enable color range used for weight visualization in weight painting mode +TODO * UserPreferencesSystem.use_weight_color_range -> show_weight_color_range: boolean Enable color range used for weight visualization in weight painting mode UserPreferencesView.auto_depth -> use_mouse_auto_depth: boolean Use the depth under the mouse to improve view pan/rotate/zoom functionality -UserPreferencesView.auto_perspective -> show_auto_perspective: boolean Automatically switch between orthographic and perspective when changing from top/front/side views +TODO * UserPreferencesView.auto_perspective -> show_auto_perspective: boolean Automatically switch between orthographic and perspective when changing from top/front/side views UserPreferencesView.directional_menus -> show_directional_menus: boolean Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction UserPreferencesView.display_object_info -> show_object_info: boolean Display objects name and frame number in 3D view -UserPreferencesView.global_pivot -> show_global_pivot: boolean Lock the same rotation/scaling pivot in all 3D Views -UserPreferencesView.global_scene -> show_global_scene: boolean Forces the current Scene to be displayed in all Screens -UserPreferencesView.open_mouse_over -> use_mouse_over_open: boolean Open menu buttons and pulldowns automatically when the mouse is hovering -UserPreferencesView.pin_floating_panels -> show_pin_floating_panels: boolean Make floating panels invoked by a hotkey (e.g. N Key) open at the previous location +TODO * UserPreferencesView.global_pivot -> show_global_pivot: boolean Lock the same rotation/scaling pivot in all 3D Views +TODO * UserPreferencesView.global_scene -> show_global_scene: boolean Forces the current Scene to be displayed in all Screens +TODO * 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.show_mini_axis -> show_mini_axis: boolean Show a small rotating 3D axis in the bottom left corner of the 3D View UserPreferencesView.show_playback_fps -> show_playback_fps: boolean Show the frames per second screen refresh rate, while animation is played back UserPreferencesView.show_splash -> show_splash: boolean Display splash screen on startup UserPreferencesView.show_view_name -> show_view_name: boolean Show the name of the view's direction in each 3D View -UserPreferencesView.tooltips -> use_tooltips: boolean Display tooltips +UserPreferencesView.tooltips -> show_tooltips: boolean Display tooltips UserPreferencesView.use_column_layout -> show_column_layout: boolean Use a column layout for toolbox UserPreferencesView.use_large_cursors -> show_large_cursors: boolean Use large mouse cursors when available UserPreferencesView.use_manipulator -> show_manipulator: boolean Use 3D transform manipulator UserPreferencesView.use_middle_mouse_paste -> use_mouse_mmb_paste: boolean In text window, paste with middle mouse button instead of panning -UserPreferencesView.wheel_invert_zoom -> invert_mouse_wheel_zoom: boolean Swap the Mouse Wheel zoom direction -UserPreferencesView.zoom_to_mouse -> use_zoom_ato_mouse: boolean Zoom in towards the mouse pointer's position in the 3D view, rather than the 2D window center -UserSolidLight.enabled -> use: boolean Enable this OpenGL light in solid draw mode -VertexPaint.all_faces -> use_all_faces: boolean Paint on all faces inside brush -VertexPaint.normals -> use_normals: boolean Applies the vertex normal before painting +TODO * UserPreferencesView.wheel_invert_zoom -> invert_mouse_wheel_zoom: boolean Swap the Mouse Wheel zoom direction +TODO * UserPreferencesView.zoom_to_mouse -> use_zoom_auto_mouse: boolean Zoom in towards the mouse pointer's position in the 3D view, rather than the 2D window center +TODO * UserSolidLight.enabled -> use: boolean Enable this OpenGL light in solid draw mode +TODO * VertexPaint.all_faces -> use_all_faces: boolean Paint on all faces inside brush +TODO * VertexPaint.normals -> use_normals: boolean Applies the vertex normal before painting VertexPaint.spray -> use_spray: boolean Keep applying paint effect while holding mouse -VisibilityActuator.children -> show_occluded_children: boolean Set all the children of this object to the same visibility/occlusion recursively -VisibilityActuator.occlusion -> show_occluded: boolean Set the object to occlude objects behind it. Initialized from the object type in physics button -VisibilityActuator.visible -> show: boolean Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner) -VoxelData.still -> use_still: boolean Always render a still frame from the voxel data sequence +TODO * VisibilityActuator.children -> show_occluded_children: boolean Set all the children of this object to the same visibility/occlusion recursively +TODO * VisibilityActuator.occlusion -> show_occluded: boolean Set the object to occlude objects behind it. Initialized from the object type in physics button +TODO * VisibilityActuator.visible -> show: boolean Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner) +VoxelData.still -> use_still_frame: boolean Always render a still frame from the voxel data sequence WaveModifier.cyclic -> use_cyclic: boolean Cyclic wave effect -WaveModifier.normals -> show_normals: boolean Displace along normals +TODO * WaveModifier.normals -> show_normals: boolean Displace along normals WaveModifier.x -> use_x: boolean X axis motion WaveModifier.x_normal -> use_normal_x: boolean Enable displacement along the X normal WaveModifier.y -> use_y: boolean Y axis motion @@ -1374,8 +1368,8 @@ World.blend_sky -> use_sky_blend: boolean Render background with natural p World.paper_sky -> use_sky_paper: boolean Flatten blend or texture coordinates World.real_sky -> use_sky_real: boolean Render background with a real horizon, relative to the camera angle WorldLighting.falloff -> use_falloff: boolean -WorldLighting.pixel_cache -> use_ao_pixel_cache: boolean Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate) -WorldLighting.use_ambient_occlusion -> use_ao: 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_ambient_occlusion -> use_ambient_occlusian: boolean Use Ambient Occlusion to add shadowing based on distance between objects WorldLighting.use_environment_lighting -> use_environment_lighting: boolean Add light coming from the environment WorldLighting.use_indirect_lighting -> use_indirect_lighting: boolean Add indirect light bouncing of surrounding objects WorldMistSettings.use_mist -> use_mist: boolean Occlude objects with the environment color as they are further away @@ -1383,4 +1377,4 @@ WorldStarsSettings.use_stars -> use_stars: boolean Enable starfield genera WorldTextureSlot.map_blend -> use_map_blend: boolean Affect the color progression of the background WorldTextureSlot.map_horizon -> use_map_horizon: boolean Affect the color of the horizon WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean Affect the color of the zenith below -WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean Affect the color of the zenith above \ No newline at end of file +WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean Affect the color of the zenith above -- cgit v1.2.3