From eee445590a29df35bc27482660937115546f635e Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Thu, 19 Aug 2010 15:49:30 +0000 Subject: rna naming mainly forBoids --- source/blender/makesrna/rna_cleanup/rna_cleaner.py | 9 +- .../makesrna/rna_cleanup/rna_properties.txt | 111 +++++++++++---------- 2 files changed, 65 insertions(+), 55 deletions(-) (limited to 'source/blender/makesrna/rna_cleanup') diff --git a/source/blender/makesrna/rna_cleanup/rna_cleaner.py b/source/blender/makesrna/rna_cleanup/rna_cleaner.py index 71a5a4eb611..ae17ade36d7 100755 --- a/source/blender/makesrna/rna_cleanup/rna_cleaner.py +++ b/source/blender/makesrna/rna_cleanup/rna_cleaner.py @@ -114,14 +114,17 @@ def get_props_from_txt(input_filename): done = 0 tot = 0 - for line in file_lines: + for iii, line in enumerate(file_lines): # debug #print(line) - + line_strip = line.strip() # empty line or comment - if not line.strip(): + if not line_strip: continue + + if line_strip == "EOF": + break if line.startswith("#"): line = line[1:] diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt index 313138a8172..6940b95d82a 100644 --- a/source/blender/makesrna/rna_cleanup/rna_properties.txt +++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt @@ -237,48 +237,48 @@ #+ * BoidRule|BoidRuleAverageSpeed.wander -> wander: float "How fast velocitys direction is randomized" #+ * BoidRule|BoidRuleAvoid.fear_factor -> fear_factor: float "Avoid object if danger from it is above this threshold" #+ * BoidRule|BoidRuleAvoid.object -> object: pointer "Object to avoid" - + * BoidRule|BoidRuleAvoid.predict -> use_predict: boolean "Predict target movement" +#BoidRule|BoidRuleAvoid.use_predict -> use_predict: boolean "Predict target movement" #+ * BoidRule|BoidRuleAvoidCollision.look_ahead -> look_ahead: float "Time to look ahead in seconds" - + * BoidRule|BoidRuleAvoidCollision.boids -> use_avoid: boolean "Avoid collision with other boids" - + * BoidRule|BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean "Avoid collision with deflector objects" +#BoidRule|BoidRuleAvoidCollision.use_avoid -> use_avoid: boolean "Avoid collision with other boids" +#BoidRule|BoidRuleAvoidCollision.use_avoid_collision -> use_avoid_collision: boolean "Avoid collision with deflector objects" #+ * BoidRule|BoidRuleFight.distance -> distance: float "Attack boids at max this distance" #+ * BoidRule|BoidRuleFight.flee_distance -> flee_distance: float "Flee to this distance" #+ * BoidRule|BoidRuleFollowLeader.distance -> distance: float "Distance behind leader to follow" #+ * BoidRule|BoidRuleFollowLeader.object -> object: pointer "Follow this object instead of a boid" - + * BoidRule|BoidRuleFollowLeader.queue_size -> queue_count: int "How many boids in a line" - + * BoidRule|BoidRuleFollowLeader.line -> use_line: boolean "Follow leader in a line" +#BoidRule|BoidRuleFollowLeader.queue_count -> queue_count: int "How many boids in a line" +#BoidRule|BoidRuleFollowLeader.use_line -> use_line: boolean "Follow leader in a line" #+ * BoidRule|BoidRuleGoal.object -> object: pointer "Goal object" - + * BoidRule|BoidRuleGoal.predict -> use_predict: boolean "Predict target movement" +#BoidRule|BoidRuleGoal.use_predict -> use_predict: boolean "Predict target movement" #+ * BoidSettings.accuracy -> accuracy: float "Accuracy of attack" #+ * BoidSettings.active_boid_state -> active_boid_state: pointer, "(read-only)" #+ * BoidSettings.active_boid_state_index -> active_boid_state_index: int "NO DESCRIPTION" #+ * BoidSettings.aggression -> aggression: float "Boid will fight this times stronger enemy" - + * BoidSettings.air_max_acc -> air_acc_max: float "Maximum acceleration in air (relative to maximum speed)" - + * BoidSettings.air_max_ave -> air_ave_max: float "Maximum angular velocity in air (relative to 180 degrees)" +#BoidSettings.air_acc_max -> air_acc_max: float "Maximum acceleration in air (relative to maximum speed)" +#BoidSettings.air_ave_max -> air_ave_max: float "Maximum angular velocity in air (relative to 180 degrees)" #+ * BoidSettings.air_personal_space -> air_personal_space: float "Radius of boids personal space in air (% of particle size)" - + * BoidSettings.air_max_speed -> air_speed_max: float "Maximum speed in air" - + * BoidSettings.air_min_speed -> air_speed_min: float "Minimum speed in air (relative to maximum speed)" - + * BoidSettings.banking -> bank: float "Amount of rotation around velocity vector on turns" +#BoidSettings.air_speed_max -> air_speed_max: float "Maximum speed in air" +#BoidSettings.air_speed_min -> air_speed_min: float "Minimum speed in air (relative to maximum speed)" +#BoidSettings.bank -> bank: float "Amount of rotation around velocity vector on turns" #+ * BoidSettings.health -> health: float "Initial boid health when born" #+ * BoidSettings.height -> height: float "Boid height relative to particle size" - + * BoidSettings.land_max_acc -> land_acc_max: float "Maximum acceleration on land (relative to maximum speed)" - + * BoidSettings.land_max_ave -> land_ave_max: float "Maximum angular velocity on land (relative to 180 degrees)" +#BoidSettings.land_acc_max -> land_acc_max: float "Maximum acceleration on land (relative to maximum speed)" +#BoidSettings.land_ave_max -> land_ave_max: float "Maximum angular velocity on land (relative to 180 degrees)" #+ * BoidSettings.land_jump_speed -> land_jump_speed: float "Maximum speed for jumping" #+ * BoidSettings.land_personal_space -> land_personal_space: float "Radius of boids personal space on land (% of particle size)" - + * BoidSettings.landing_smoothness -> land_smooth: float "How smoothly the boids land" - + * BoidSettings.land_max_speed -> land_speed_max: float "Maximum speed on land" +#BoidSettings.land_smooth -> land_smooth: float "How smoothly the boids land" +#BoidSettings.land_speed_max -> land_speed_max: float "Maximum speed on land" #+ * BoidSettings.land_stick_force -> land_stick_force: float "How strong a force must be to start effecting a boid on land" #+ * BoidSettings.range -> range: float "The maximum distance from which a boid can attack" #+ * BoidSettings.states -> states: collection, "(read-only)" #+ * BoidSettings.strength -> strength: float "Maximum caused damage on attack per second" - + * 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" +#BoidSettings.use_climb -> use_climb: boolean "Allow boids to climb goal objects" +#BoidSettings.use_flight -> use_flight: boolean "Allow boids to move in air" +#BoidSettings.use_land -> use_land: boolean "Allow boids to move on land" #+ * BoidState.active_boid_rule -> active_boid_rule: pointer, "(read-only)" #+ * BoidState.active_boid_rule_index -> active_boid_rule_index: int "NO DESCRIPTION" #+ * BoidState.falloff -> falloff: float "NO DESCRIPTION" #+ * BoidState.name -> name: string "Boid state name" - + * BoidState.rule_fuzziness -> rule_fuzzy: float "NO DESCRIPTION" +#BoidState.rule_fuzzy -> rule_fuzzy: float "NO DESCRIPTION" #+ * BoidState.rules -> rules: collection, "(read-only)" #+ * BoidState.ruleset_type -> ruleset_type: enum "How the rules in the list are evaluated" #+ * BoidState.volume -> volume: float "NO DESCRIPTION" @@ -689,10 +689,10 @@ #EditBone.use_inherit_scale -> use_inherit_scale: boolean "Bone inherits scaling from parent bone" #EditBone.use_local_location -> use_local_location: boolean "Bone location is set in local space" #+ * EffectorWeights.all -> all: float "All effectors weight" - + * EffectorWeights.do_growing_hair -> apply_to_hair_growing: boolean "Use force fields when growing hair" +#EffectorWeights.apply_to_hair_growing -> apply_to_hair_growing: boolean "Use force fields when growing hair" #+ * EffectorWeights.boid -> boid: float "Boid effector weight" #+ * EffectorWeights.charge -> charge: float "Charge effector weight" - + * EffectorWeights.curveguide -> curve_guide: float "Curve guide effector weight" +#EffectorWeights.curve_guide -> curve_guide: float "Curve guide effector weight" #+ * EffectorWeights.drag -> drag: float "Drag effector weight" #+ * EffectorWeights.force -> force: float "Force effector weight" #+ * EffectorWeights.gravity -> gravity: float "Global gravity weight" @@ -711,7 +711,7 @@ #+ * EnvironmentMap.clip_end -> clip_end: float "Objects further than this are not visible to map" #+ * EnvironmentMap.clip_start -> clip_start: float "Objects nearer than this are not visible to map" #+ * EnvironmentMap.depth -> depth: int "Number of times a map will be rendered recursively (mirror effects.)" - + * EnvironmentMap.ignore_layers -> layers_ignore: boolean[20] "Hide objects on these layers when generating the Environment Map" +#EnvironmentMap.layers_ignore -> layers_ignore: boolean[20] "Hide objects on these layers when generating the Environment Map" #+ * EnvironmentMap.mapping -> mapping: enum "NO DESCRIPTION" #+ * EnvironmentMap.resolution -> resolution: int "Pixel resolution of the rendered environment map" #+ * EnvironmentMap.source -> source: enum "NO DESCRIPTION" @@ -867,7 +867,7 @@ #+ * FluidSettings|ControlFluidSettings.velocity_strength -> velocity_strength: float "Force strength of how much of the control objects velocity is influencing the fluid velocity" #+ * FluidSettings|DomainFluidSettings.compressibility -> compressibility: float "Allowed compressibility due to gravitational force for standing fluid. (directly affects simulation step size)" #+ * FluidSettings|DomainFluidSettings.end_time -> end_time: float "Simulation time of the last blender frame (in seconds)" - + * FluidSettings|DomainFluidSettings.path -> filepath: string "Directory (and/or filename prefix) to store baked fluid simulation files in" +#FluidSettings|DomainFluidSettings.filepath -> filepath: string "Directory (and/or filename prefix) to store baked fluid simulation files in" #+ * FluidSettings|DomainFluidSettings.generate_particles -> generate_particles: float "Amount of particles to generate (0=off, 1=normal, >1=more)" #+ * FluidSettings|DomainFluidSettings.gravity -> gravity: float[3] "Gravity in X, Y and Z direction" #+ * FluidSettings|DomainFluidSettings.grid_levels -> grid_levels: int "Number of coarsened grids to use (-1 for automatic)" @@ -908,7 +908,7 @@ + * FluidSettings|OutflowFluidSettings.export_animated_mesh -> use_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" #+ * FluidSettings|OutflowFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type" #+ * FluidSettings|ParticleFluidSettings.alpha_influence -> alpha_influence: float "Amount of particle alpha change, inverse of size influence: 0=off (all same alpha), 1=full. (large particles get lower alphas, smaller ones higher values)" - + * FluidSettings|ParticleFluidSettings.path -> filepath: string "Directory (and/or filename prefix) to store and load particles from" +#FluidSettings|ParticleFluidSettings.filepath -> filepath: string "Directory (and/or filename prefix) to store and load particles from" #+ * FluidSettings|ParticleFluidSettings.particle_influence -> particle_influence: float "Amount of particle size scaling: 0=off (all same size), 1=full (range 0.2-2.0), >1=stronger" #FluidSettings|ParticleFluidSettings.show_tracer -> show_tracer: boolean "Show tracer particles" + * FluidSettings|ParticleFluidSettings.drops -> use_drops: boolean "Show drop particles" @@ -1326,7 +1326,7 @@ #+ * ID|Lamp|SpotLamp.spot_size -> spot_size: float "Angle of the spotlight beam in degrees" + * ID|Lamp|SpotLamp.auto_clip_end -> use_auto_clip_end: boolean "Automatic calculation of clipping-end, based on visible vertices" + * ID|Lamp|SpotLamp.auto_clip_start -> use_auto_clip_start: boolean "Automatic calculation of clipping-start, based on visible vertices" - + * ID|Lamp|SpotLamp.halo -> use_halo: boolean "Renders spotlight with a volumetric halo (Buffer Shadows)" +#ID|Lamp|SpotLamp.use_halo -> use_halo: boolean "Renders spotlight with a volumetric halo (Buffer Shadows)" + * ID|Lamp|SpotLamp.only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects" + * ID|Lamp|SpotLamp.shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows" + * ID|Lamp|SpotLamp.sphere -> use_sphere: boolean "Sets light intensity to zero beyond lamp distance" @@ -2185,22 +2185,22 @@ #+ * MeshStringProperty.value -> value: string "NO DESCRIPTION" #+ * MeshStringPropertyLayer.data -> data: collection, "(read-only)" #+ * MeshStringPropertyLayer.name -> name: string "NO DESCRIPTION" - + * MeshTextureFace.transp -> blend_type: enum "Transparency blending mode" - + * MeshTextureFace.invisible -> hide: boolean "Make face invisible" +#MeshTextureFace.blend_type -> blend_type: enum "Transparency blending mode" +#MeshTextureFace.hide -> hide: boolean "Make face invisible" #+ * MeshTextureFace.image -> image: pointer "NO DESCRIPTION" - + * MeshTextureFace.uv_pinned -> pin_uv: boolean[4] "NO DESCRIPTION" +#MeshTextureFace.pin_uv -> pin_uv: boolean[4] "NO DESCRIPTION" #+ * MeshTextureFace.select_uv -> select_uv: boolean[4] "NO DESCRIPTION" - + * 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.text -> use_bitmap_text: boolean "Enable bitmap text on face" - + * MeshTextureFace.shared -> use_blend_shared: boolean "Blend vertex colors across face when vertices are shared" - + * MeshTextureFace.collision -> use_collision: boolean "Use face for collision and ray-sensor detection" - + * MeshTextureFace.halo -> use_halo: boolean "Screen aligned billboard" - + * 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_cast: boolean "Face is used for shadow" - + * MeshTextureFace.tex -> use_texture: boolean "Render face with texture" - + * MeshTextureFace.twoside -> use_twoside: boolean "Render face two-sided" +#MeshTextureFace.use_alpha_sort -> use_alpha_sort: boolean "Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)" +#MeshTextureFace.use_billboard -> use_billboard: boolean "Billboard with Z-axis constraint" +#MeshTextureFace.use_bitmap_text -> use_bitmap_text: boolean "Enable bitmap text on face" +#MeshTextureFace.use_blend_shared -> use_blend_shared: boolean "Blend vertex colors across face when vertices are shared" +#MeshTextureFace.use_collision -> use_collision: boolean "Use face for collision and ray-sensor detection" +#MeshTextureFace.use_halo -> use_halo: boolean "Screen aligned billboard" +#MeshTextureFace.use_light -> use_light: boolean "Use light for face" +#MeshTextureFace.use_object_color -> use_object_color: boolean "Use ObColor instead of vertex colors" +#MeshTextureFace.use_shadow_cast -> use_shadow_cast: boolean "Face is used for shadow" +#MeshTextureFace.use_texture -> use_texture: boolean "Render face with texture" +#MeshTextureFace.use_twoside -> use_twoside: boolean "Render face two-sided" #+ * MeshTextureFace.uv -> uv: float[8] "NO DESCRIPTION" #+ * MeshTextureFace.uv1 -> uv1: float[2] "NO DESCRIPTION" #+ * MeshTextureFace.uv2 -> uv2: float[2] "NO DESCRIPTION" @@ -2233,9 +2233,9 @@ #Modifier.show_expanded -> show_expanded: boolean "Set modifier expanded in the user interface" #Modifier.show_in_editmode -> show_in_editmode: boolean "Use modifier while in the edit mode" #Modifier.show_on_cage -> show_on_cage: boolean "Enable direct editing of modifier control cage" +#Modifier.show_render -> show_render: boolean "Use modifier during rendering" #Modifier.show_viewport -> show_viewport: boolean "Realtime display of a modifier" #+ * Modifier.type -> type: enum, "(read-only)" - + * Modifier.render -> show_render: boolean "Use modifier during rendering" + * Modifier|ArmatureModifier.invert -> invert_vertex_group: boolean "Invert vertex group influence" #+ * Modifier|ArmatureModifier.object -> object: pointer "Armature object to deform with" #+ * Modifier|ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean "NO DESCRIPTION" @@ -2741,9 +2741,9 @@ #TODO SHOULD THIS BE HERE * Panel.text -> text: string "XXX todo" #+ * Particle.alive_state -> alive_state: enum "NO DESCRIPTION" #+ * Particle.angular_velocity -> angular_velocity: float[3] "NO DESCRIPTION" - + * Particle.birthtime -> birth_time: float "NO DESCRIPTION" +#Particle.birth_time -> birth_time: float "NO DESCRIPTION" #+ * Particle.die_time -> die_time: float "NO DESCRIPTION" - + * Particle.is_existing -> is_exist: boolean, "(read-only)" +#Particle.is_exist -> is_exist: boolean, "(read-only)" #Particle.is_hair -> is_hair: collection, "(read-only)" #+ * Particle.is_visible -> is_visible: boolean, "(read-only)" #+ * Particle.keys -> keys: collection, "(read-only)" @@ -2839,9 +2839,9 @@ #+ * ParticleSystem.vertex_group_size -> vertex_group_size: string "Vertex group to control size" #+ * ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string "Vertex group to control tangent" #+ * ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string "Vertex group to control velocity" - + * ParticleTarget.mode -> alliance: enum "NO DESCRIPTION" +#ParticleTarget.alliance -> alliance: enum "NO DESCRIPTION" #+ * ParticleTarget.duration -> duration: float "NO DESCRIPTION" - + * ParticleTarget.valid -> is_valid: boolean "Keyed particles target is valid" +#ParticleTarget.is_valid -> is_valid: boolean "Keyed particles target is valid" #+ * ParticleTarget.name -> name: string, "(read-only) Particle target name" #+ * ParticleTarget.object -> object: pointer "The object that has the target particle system (empty if same object)" #+ * ParticleTarget.system -> system: int "The index of particle system on the target object" @@ -2850,7 +2850,7 @@ #+ * PointCache.filepath -> filepath: string "Cache file path" #+ * PointCache.frame_end -> frame_end: int "Frame on which the simulation stops" #+ * PointCache.frame_start -> frame_start: int "Frame on which the simulation starts" - + * PointCache.step -> frame_step: int "Number of frames between cached frames" +#PointCache.frame_step -> frame_step: int "Number of frames between cached frames" #+ * PointCache.frames_skipped -> frames_skipped: boolean, "(read-only)" #+ * PointCache.index -> index: int "Index number of cache files" #+ * PointCache.info -> info: string, "(read-only) Info on current cache status" @@ -2859,10 +2859,10 @@ #PointCache.is_outdated -> is_outdated: boolean, "(read-only)" #+ * PointCache.name -> name: string "Cache name" #PointCache.point_caches -> point_caches: collection, "(read-only) Point cache list" - + * PointCache.disk_cache -> use_disk_cache: boolean "Save cache files to disk (.blend file must be saved first)" - + * PointCache.external -> use_external: boolean "Read cache from an external location" +#PointCache.use_disk_cache -> use_disk_cache: boolean "Save cache files to disk (.blend file must be saved first)" +#PointCache.use_external -> use_external: boolean "Read cache from an external location" #+ * PointCache.use_library_path -> use_library_path: boolean "Use this files path when library linked into another file." - + * PointCache.quick_cache -> use_quick_cache: boolean "Update simulation with cache steps" +#PointCache.use_quick_cache -> use_quick_cache: boolean "Update simulation with cache steps" #+ * PointDensity.color_ramp -> color_ramp: pointer, "(read-only)" #+ * PointDensity.color_source -> color_source: enum "Data to derive color results from" #+ * PointDensity.falloff -> falloff: enum "Method of attenuating density by distance from the point" @@ -3067,6 +3067,10 @@ #+ * RenderSettings.edge_color -> edge_color: float[3] "NO DESCRIPTION" #+ * RenderSettings.edge_threshold -> edge_threshold: int "Threshold for drawing outlines on geometry edges" #+ * RenderSettings.engine -> engine: enum "Engine to use for rendering" +#RenderSettings.exr_codec -> exr_codec: enum "Codec settings for OpenEXR" +#RenderSettings.exr_half -> exr_half: boolean "Use 16 bit floats instead of 32 bit floats per channel" +#RenderSettings.exr_preview -> exr_preview: boolean "When rendering animations, save JPG preview images in same directory" +#RenderSettings.exr_zbuf -> exr_zbuf: boolean "Save the z-depth per pixel (32 bit unsigned int zbuffer)" #+ * RenderSettings.field_order -> field_order: enum "Order of video fields. Select which lines get rendered first, to create smooth motion for TV output" #+ * RenderSettings.file_extension -> file_extension: string, "(read-only) The file extension used for saving renders" #+ * RenderSettings.file_format -> file_format: enum "File format to save the rendered images as" @@ -3077,6 +3081,9 @@ #+ * RenderSettings.fps_base -> fps_base: float "Framerate base" #RenderSettings.has_multiple_engines -> has_multiple_engines: boolean, "(read-only) More than one rendering engine is available" #+ * RenderSettings.is_movie_format -> is_movie_format: boolean, "(read-only) When true the format is a movie" +#RenderSettings.jpeg2k_depth -> jpeg2k_depth: enum "Bit depth per channel" +#RenderSettings.jpeg2k_preset -> jpeg2k_preset: enum "Use a DCI Standard preset for saving jpeg2000" +#RenderSettings.jpeg2k_ycc -> jpeg2k_ycc: boolean "Save luminance-chrominance-chrominance channels instead of RGB colors" #+ * RenderSettings.layers -> layers: collection, "(read-only)" #+ * RenderSettings.motion_blur_samples -> motion_blur_samples: int "Number of scene samples to take with motion blur" #+ * RenderSettings.motion_blur_shutter -> motion_blur_shutter: float "Time taken in frames between shutter open and close" @@ -3560,7 +3567,7 @@ #+ * SmokeFlowSettings.temperature -> temperature: float "Temperature difference to ambient temperature" #SmokeFlowSettings.use_absolute -> use_absolute: boolean "Only allows given density value in emitter area." +NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean "Deletes smoke from simulation" - + * SmokeFlowSettings.velocity_multiplier -> velocity_factor: float "Multiplier to adjust velocity passed to smoke" +#SmokeFlowSettings.velocity_factor -> velocity_factor: float "Multiplier to adjust velocity passed to smoke" #+ * SoftBodySettings.aero -> aero: float "Make edges sail" #+ * SoftBodySettings.aerodynamics_type -> aerodynamics_type: enum "Method of calculating aerodynamic interaction" #+ * SoftBodySettings.ball_damp -> ball_damp: float "Blending to inelastic collision" @@ -3838,8 +3845,8 @@ #+ * TextCharacterFormat.use_small_caps -> use_small_caps: boolean "NO DESCRIPTION" + * TextCharacterFormat.underline -> use_underline: boolean "NO DESCRIPTION" #+ * TextLine.body -> body: string "Text in the line" - + * TextMarker.end -> character_index_end: int, "(read-only) Start position of the marker in the line" - + * TextMarker.start -> character_index_start: int, "(read-only) Start position of the marker in the line" +#TextMarker.character_index_end -> character_index_end: int, "(read-only) Start position of the marker in the line" +#TextMarker.character_index_start -> character_index_start: int, "(read-only) Start position of the marker in the line" #+ * TextMarker.color -> color: float[4] "Color to display the marker with" #+ * TextMarker.group -> group: int, "(read-only)" #TextMarker.is_temporary -> is_temporary: boolean, "(read-only) Marker is temporary" @@ -4602,4 +4609,4 @@ + * WorldStarsSettings.color_randomization -> color_random: float "Randomize star colors" + * WorldStarsSettings.min_distance -> distance_min: float "Minimum distance to the camera for stars" #+ * WorldStarsSettings.size -> size: float "Average screen dimension of stars" -#+ * WorldStarsSettings.use_stars -> use_stars: boolean "Enable starfield generation[651155 refs]" +#+ * WorldStarsSettings.use_stars -> use_stars: boolean "Enable starfield generation" -- cgit v1.2.3