From 3462ddf17f38eb61fc3bb2751d55de15a47455c3 Mon Sep 17 00:00:00 2001 From: Joseph Eagar Date: Sat, 7 May 2011 02:48:14 +0000 Subject: =bmesh= Cut out some unwanted differences with trunk in preparation for merge. Also fixed some warnings, though many remain. --- source/blender/blenlib/BLI_math_geom.h | 125 +- source/blender/blenlib/intern/BLI_cellalloc.c | 2 +- source/blender/blenlib/intern/math_geom.c | 191 +- source/blender/bmesh/operators/bevel.c | 8 +- source/blender/collada/CMakeLists.txt | 8 - source/blender/collada/DocumentExporter.cpp | 452 -- source/blender/editors/curve/editcurve.c | 89 +- source/blender/editors/curve/editfont.c | 4 +- source/blender/editors/gpencil/drawgpencil.c | 47 +- source/blender/editors/gpencil/gpencil_paint.c | 10 +- source/blender/editors/include/ED_curve.h | 2 +- source/blender/editors/interface/interface_style.c | 10 +- source/blender/editors/mesh/bmesh_select.c | 32 +- source/blender/editors/mesh/bmesh_tools.c | 29 +- source/blender/editors/mesh/bmeshutils.c | 13 +- source/blender/editors/mesh/editbmesh_add.c | 6 +- source/blender/editors/mesh/editbmesh_bvh.c | 1 - source/blender/editors/mesh/mesh_data.c | 2 +- source/blender/editors/metaball/mball_edit.c | 4 +- source/blender/editors/screen/screen_edit.c | 4 +- source/blender/editors/space_view3d/drawarmature.c | 64 +- source/blender/makesdna/DNA_modifier_types.h | 1 - source/blender/makesdna/DNA_object_types.h | 2 +- .../makesrna/rna_cleanup/rna_properties.txt | 4609 +------------------- source/blender/makesrna/rna_cleanup/rna_update.sh | 17 +- source/blender/python/generic/mathutils_geometry.c | 2 +- 26 files changed, 326 insertions(+), 5408 deletions(-) (limited to 'source') diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h index d6b0aa750f2..93d9855c355 100644 --- a/source/blender/blenlib/BLI_math_geom.h +++ b/source/blender/blenlib/BLI_math_geom.h @@ -44,8 +44,8 @@ extern "C" { /********************************** Polygons *********************************/ -void cent_tri_v3(float r[3], float a[3], float b[3], float c[3]); -void cent_quad_v3(float r[3], float a[3], float b[3], float c[3], float d[3]); +void cent_tri_v3(float r[3], const float a[3], const float b[3], const float c[3]); +void cent_quad_v3(float r[3], const float a[3], const float b[3], const float c[3], const float d[3]); float normal_tri_v3(float r[3], const float a[3], const float b[3], const float c[3]); float normal_quad_v3(float r[3], const float a[3], const float b[3], const float c[3], const float d[3]); @@ -54,24 +54,24 @@ float area_tri_v2(const float a[2], const float b[2], const float c[2]); float area_tri_signed_v2(const float v1[2], const float v2[2], const float v3[2]); float area_tri_v3(const float a[3], const float b[3], const float c[3]); float area_quad_v3(const float a[3], const float b[3], const float c[3], const float d[3]); -float area_poly_v3(int nr, float verts[][3], float normal[3]); +float area_poly_v3(int nr, float verts[][3], const float normal[3]); + +int is_quad_convex_v3(const float *v1, const float *v2, const float *v3, const float *v4); /********************************* Distance **********************************/ -float dist_to_line_v2(float p[2], float l1[2], float l2[2]); -float dist_to_line_segment_v2(float p[2], float l1[2], float l2[2]); +float dist_to_line_v2(const float p[2], const float l1[2], const float l2[2]); +float dist_to_line_segment_v2(const float p[2], const float l1[2], const float l2[2]); -float dist_to_line_segment_v3(float p[3], float l1[3], float l2[3]); +float dist_to_line_segment_v3(const float p[3], const float l1[3], const float l2[3]); float closest_to_line_v3(float r[3], const float p[3], const float l1[3], const float l2[3]); float closest_to_line_v2(float r[2], const float p[2], const float l1[2], const float l2[2]); -void closest_to_line_segment_v3(float r[3], float p[3], float l1[3], float l2[3]); +void closest_to_line_segment_v3(float r[3], const float p[3], const float l1[3], const float l2[3]); /******************************* Intersection ********************************/ /* TODO int return value consistency */ - int is_quad_convex_v3(float *v1, float *v2, float *v3, float *v4); - /* line-line */ #define ISECT_LINE_LINE_COLINEAR -1 #define ISECT_LINE_LINE_NONE 0 @@ -80,7 +80,7 @@ void closest_to_line_segment_v3(float r[3], float p[3], float l1[3], float l2[3] int isect_line_line_v2(const float a1[2], const float a2[2], const float b1[2], const float b2[2]); int isect_line_line_v2_short(const short a1[2], const short a2[2], const short b1[2], const short b2[2]); -int isect_seg_seg_v2_point(const float *v1, const float *v2, const float *v3, const float *v4, float vi[2]); +int isect_seg_seg_v2_point(const float v1[2], const float v2[2], const float v3[2], const float v4[2], float vi[2]); /* Returns the number of point of interests * 0 - lines are colinear @@ -88,57 +88,57 @@ int isect_seg_seg_v2_point(const float *v1, const float *v2, const float *v3, co * 2 - i1 and i2 are the nearest points on line 1 (v1, v2) and line 2 (v3, v4) respectively * */ -int isect_line_line_v3(float v1[3], float v2[3], - float v3[3], float v4[3], float i1[3], float i2[3]); -int isect_line_line_strict_v3(float v1[3], float v2[3], - float v3[3], float v4[3], float vi[3], float *lambda); +int isect_line_line_v3(const float v1[3], const float v2[3], + const float v3[3], const float v4[3], float i1[3], float i2[3]); +int isect_line_line_strict_v3(const float v1[3], const float v2[3], + const float v3[3], const float v4[3], float vi[3], float *lambda); /* line/ray triangle */ -int isect_line_tri_v3(float p1[3], float p2[3], - float v0[3], float v1[3], float v2[3], float *lambda, float *uv); -int isect_ray_tri_v3(float p1[3], float d[3], - float v0[3], float v1[3], float v2[3], float *lambda, float *uv); -int isect_ray_tri_threshold_v3(float p1[3], float d[3], - float v0[3], float v1[3], float v2[3], float *lambda, float *uv, float threshold); -int isect_ray_tri_epsilon_v3(float p1[3], float d[3], - float v0[3], float v1[3], float v2[3], float *lambda, float *uv, float epsilon); +int isect_line_tri_v3(const float p1[3], const float p2[3], + const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2]); +int isect_ray_tri_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2]); +int isect_ray_tri_threshold_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2], const float threshold); +int isect_ray_tri_epsilon_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2], const float epsilon); /* point in polygon */ -int isect_point_quad_v2(float p[2], float a[2], float b[2], float c[2], float d[2]); +int isect_point_quad_v2(const float p[2], const float a[2], const float b[2], const float c[2], const float d[2]); -int isect_point_tri_v2(float v1[2], float v2[2], float v3[2], float pt[2]); -int isect_point_tri_v2_int(int x1, int y1, int x2, int y2, int a, int b); -int isect_point_tri_prism_v3(float p[3], float v1[3], float v2[3], float v3[3]); +int isect_point_tri_v2(const float v1[2], const float v2[2], const float v3[2], const float pt[2]); +int isect_point_tri_v2_int(const int x1, const int y1, const int x2, const int y2, const int a, const int b); +int isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]); -void isect_point_quad_uv_v2(float v0[2], float v1[2], float v2[2], float v3[2], - float pt[2], float *uv); -void isect_point_face_uv_v2(int isquad, float v0[2], float v1[2], float v2[2], - float v3[2], float pt[2], float *uv); +void isect_point_quad_uv_v2(const float v0[2], const float v1[2], const float v2[2], const float v3[2], + const float pt[2], float *uv); +void isect_point_face_uv_v2(const int isquad, const float v0[2], const float v1[2], const float v2[2], + const float v3[2], const float pt[2], float *uv); /* other */ -int isect_sweeping_sphere_tri_v3(float p1[3], float p2[3], float radius, - float v0[3], float v1[3], float v2[3], float *lambda, float *ipoint); +int isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius, + const float v0[3], const float v1[3], const float v2[3], float *lambda, float ipoint[3]); -int isect_axial_line_tri_v3(int axis, float co1[3], float co2[3], - float v0[3], float v1[3], float v2[3], float *lambda); +int isect_axial_line_tri_v3(const int axis, const float co1[3], const float co2[3], + const float v0[3], const float v1[3], const float v2[3], float *lambda); -int isect_aabb_aabb_v3(float min1[3], float max1[3], float min2[3], float max2[3]); +int isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]); -int clip_line_plane(float clipco[3], float plane[4], float co[3]); +int clip_line_plane(float p1[3], float p2[3], const float plane[4]); -void plot_line_v2v2i(int p1[2], int p2[2], int (*callback)(int, int, void *), void *userData); +void plot_line_v2v2i(const int p1[2], const int p2[2], int (*callback)(int, int, void *), void *userData); /****************************** Interpolation ********************************/ /* tri or quad, d can be NULL */ void interp_weights_face_v3(float w[4], - float a[3], float b[3], float c[3], float d[3], float p[3]); -void interp_weights_poly_v3(float w[], float v[][3], int n, float p[3]); + const float a[3], const float b[3], const float c[3], const float d[3], const float p[3]); +void interp_weights_poly_v3(float w[], float v[][3], const int n, const float p[3]); void interp_cubic_v3(float x[3], float v[3], - float x1[3], float v1[3], float x2[3], float v2[3], float t); + const float x1[3], const float v1[3], const float x2[3], const float v2[3], const float t); -int interp_sparse_array(float *array, int list_size, float invalid); +int interp_sparse_array(float *array, const int list_size, const float invalid); void barycentric_transform(float pt_tar[3], float const pt_src[3], const float tri_tar_p1[3], const float tri_tar_p2[3], const float tri_tar_p3[3], @@ -154,22 +154,22 @@ void lookat_m4(float mat[4][4], float vx, float vy, void polarview_m4(float mat[4][4], float dist, float azimuth, float incidence, float twist); -void perspective_m4(float mat[4][4], float left, float right, - float bottom, float top, float nearClip, float farClip); -void orthographic_m4(float mat[4][4], float left, float right, - float bottom, float top, float nearClip, float farClip); +void perspective_m4(float mat[4][4], const float left, const float right, + const float bottom, const float top, const float nearClip, const float farClip); +void orthographic_m4(float mat[4][4], const float left, const float right, + const float bottom, const float top, const float nearClip, const float farClip); void window_translate_m4(float winmat[][4], float perspmat[][4], - float x, float y); + const float x, const float y); int box_clip_bounds_m4(float boundbox[2][3], - float bounds[4], float winmat[4][4]); + const float bounds[4], float winmat[4][4]); void box_minmax_bounds_m4(float min[3], float max[3], float boundbox[2][3], float mat[4][4]); /********************************** Mapping **********************************/ -void map_to_tube(float *u, float *v, float x, float y, float z); -void map_to_sphere(float *u, float *v, float x, float y, float z); +void map_to_tube(float *u, float *v, const float x, const float y, const float z); +void map_to_sphere(float *u, float *v, const float x, const float y, const float z); /********************************** Normals **********************************/ @@ -184,11 +184,11 @@ typedef struct VertexTangent { float tang[3], uv[2]; } VertexTangent; -float *find_vertex_tangent(VertexTangent *vtang, float *uv); +float *find_vertex_tangent(VertexTangent *vtang, const float uv[2]); void sum_or_add_vertex_tangent(void *arena, VertexTangent **vtang, - float *tang, float *uv); -void tangent_from_uv(float *uv1, float *uv2, float *uv3, - float *co1, float *co2, float *co3, float *n, float *tang); + const float tang[3], const float uv[2]); +void tangent_from_uv(float uv1[2], float uv2[2], float uv3[2], + float co1[3], float co2[3], float co3[3], float n[3], float tang[3]); /******************************** Vector Clouds ******************************/ @@ -202,16 +202,17 @@ void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight, 0 = (0,0), 1 = (1,-1), 2 = (1,0), 3 = (1,1), 4 = (2,-2), 5 = (2,-1), 6 = (2,0), 7 = (2,1), 8 = (2,2) */ - +/* MINLINE void zero_sh(float r[9]); -MINLINE void copy_sh_sh(float r[9], float a[9]); -MINLINE void mul_sh_fl(float r[9], float f); -MINLINE void add_sh_shsh(float r[9], float a[9], float b[9]); - -MINLINE float eval_shv3(float r[9], float v[3]); -MINLINE float diffuse_shv3(float r[9], float v[3]); -MINLINE void vec_fac_to_sh(float r[9], float v[3], float f); -MINLINE void madd_sh_shfl(float r[9], float sh[3], float f); +MINLINE void copy_sh_sh(float r[9], const float a[9]); +MINLINE void mul_sh_fl(float r[9], const float f); +MINLINE void add_sh_shsh(float r[9], const float a[9], const float b[9]); + +MINLINE float eval_shv3(float r[9], const float v[3]); +MINLINE float diffuse_shv3(float r[9], const float v[3]); +MINLINE void vec_fac_to_sh(float r[9], const float v[3], const float f); +MINLINE void madd_sh_shfl(float r[9], const float sh[3], const float f); +*/ /********************************* Form Factor *******************************/ diff --git a/source/blender/blenlib/intern/BLI_cellalloc.c b/source/blender/blenlib/intern/BLI_cellalloc.c index 88236a78ffc..88344e26464 100644 --- a/source/blender/blenlib/intern/BLI_cellalloc.c +++ b/source/blender/blenlib/intern/BLI_cellalloc.c @@ -30,7 +30,7 @@ Simple, fast memory allocator that uses many BLI_mempools for allocation. this is meant to be used by lots of relatively small objects. - this is a temporary and inperfect fix for performance issues caused + this is a temporary and imperfect fix for performance issues caused by vgroups. it needs to be replaced with something better, preferably integrated into guardedalloc. diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c index 3077a00166c..71f12d23d53 100644 --- a/source/blender/blenlib/intern/math_geom.c +++ b/source/blender/blenlib/intern/math_geom.c @@ -41,14 +41,14 @@ /********************************** Polygons *********************************/ -void cent_tri_v3(float *cent, float *v1, float *v2, float *v3) +void cent_tri_v3(float cent[3], const float v1[3], const float v2[3], const float v3[3]) { cent[0]= 0.33333f*(v1[0]+v2[0]+v3[0]); cent[1]= 0.33333f*(v1[1]+v2[1]+v3[1]); cent[2]= 0.33333f*(v1[2]+v2[2]+v3[2]); } -void cent_quad_v3(float *cent, float *v1, float *v2, float *v3, float *v4) +void cent_quad_v3(float cent[3], const float v1[3], const float v2[3], const float v3[3], const float v4[3]) { cent[0]= 0.25f*(v1[0]+v2[0]+v3[0]+v4[0]); cent[1]= 0.25f*(v1[1]+v2[1]+v3[1]+v4[1]); @@ -99,7 +99,7 @@ float area_tri_v2(const float v1[2], const float v2[2], const float v3[2]) float area_tri_signed_v2(const float v1[2], const float v2[2], const float v3[2]) { - return 0.5f * ((v1[0]-v2[0])*(v2[1]-v3[1]) + (v1[1]-v2[1])*(v3[0]-v2[0])); + return 0.5f * ((v1[0]-v2[0])*(v2[1]-v3[1]) + (v1[1]-v2[1])*(v3[0]-v2[0])); } float area_quad_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3]) /* only convex Quadrilaterals */ @@ -131,7 +131,7 @@ float area_tri_v3(const float v1[3], const float v2[3], const float v3[3]) /* T return (len/2.0f); } -float area_poly_v3(int nr, float verts[][3], float *normal) +float area_poly_v3(int nr, float verts[][3], const float normal[3]) { float x, y, z, area, max; float *cur, *prev; @@ -165,7 +165,7 @@ float area_poly_v3(int nr, float verts[][3], float *normal) /* distance v1 to line v2-v3 */ /* using Hesse formula, NO LINE PIECE! */ -float dist_to_line_v2(float *v1, float *v2, float *v3) +float dist_to_line_v2(const float v1[2], const float v2[2], const float v3[2]) { float a[2],deler; @@ -179,7 +179,7 @@ float dist_to_line_v2(float *v1, float *v2, float *v3) } /* distance v1 to line-piece v2-v3 */ -float dist_to_line_segment_v2(float *v1, float *v2, float *v3) +float dist_to_line_segment_v2(const float v1[2], const float v2[2], const float v3[2]) { float labda, rc[2], pt[2], len; @@ -208,11 +208,11 @@ float dist_to_line_segment_v2(float *v1, float *v2, float *v3) rc[0]= pt[0]-v1[0]; rc[1]= pt[1]-v1[1]; - return (float)sqrt(rc[0]*rc[0]+ rc[1]*rc[1]); + return sqrtf(rc[0]*rc[0]+ rc[1]*rc[1]); } /* point closest to v1 on line v2-v3 in 3D */ -void closest_to_line_segment_v3(float *closest, float v1[3], float v2[3], float v3[3]) +void closest_to_line_segment_v3(float closest[3], const float v1[3], const float v2[3], const float v3[3]) { float lambda, cp[3]; @@ -227,7 +227,7 @@ void closest_to_line_segment_v3(float *closest, float v1[3], float v2[3], float } /* distance v1 to line-piece v2-v3 in 3D */ -float dist_to_line_segment_v3(float *v1, float *v2, float *v3) +float dist_to_line_segment_v3(const float v1[3], const float v2[3], const float v3[3]) { float closest[3]; @@ -239,7 +239,7 @@ float dist_to_line_segment_v3(float *v1, float *v2, float *v3) /******************************* Intersection ********************************/ /* intersect Line-Line, shorts */ -int isect_line_line_v2_short(const short *v1, const short *v2, const short *v3, const short *v4) +int isect_line_line_v2_short(const short v1[2], const short v2[2], const short v3[2], const short v4[2]) { float div, labda, mu; @@ -258,7 +258,7 @@ int isect_line_line_v2_short(const short *v1, const short *v2, const short *v3, } /* intersect Line-Line, floats */ -int isect_line_line_v2(const float *v1, const float *v2, const float *v3, const float *v4) +int isect_line_line_v2(const float v1[2], const float v2[2], const float v3[2], const float v4[2]) { float div, labda, mu; @@ -277,9 +277,9 @@ int isect_line_line_v2(const float *v1, const float *v2, const float *v3, const } /* get intersection point of two 2D segments and return intersection type: - -1: colliniar or out-of-segment intersection + -1: colliniar 1: intersection */ -int isect_seg_seg_v2_point(const float *v1, const float *v2, const float *v3, const float *v4, float vi[2]) +int isect_seg_seg_v2_point(const float v1[2], const float v2[2], const float v3[2], const float v4[2], float vi[2]) { float a1, a2, b1, b2, c1, c2, d; float u, v; @@ -354,8 +354,8 @@ int isect_seg_seg_v2_point(const float *v1, const float *v2, const float *v3, co 1: intersection */ -static short IsectLLPt2Df(float x0,float y0,float x1,float y1, - float x2,float y2,float x3,float y3, float *xi,float *yi) +static short IsectLLPt2Df(const float x0, const float y0, const float x1, const float y1, + const float x2, const float y2, const float x3, const float y3, float *xi,float *yi) { /* @@ -405,7 +405,7 @@ static short IsectLLPt2Df(float x0,float y0,float x1,float y1, /* point in tri */ -int isect_point_tri_v2(float pt[2], float v1[2], float v2[2], float v3[2]) +int isect_point_tri_v2(const float pt[2], const float v1[2], const float v2[2], const float v3[2]) { if (line_point_side_v2(v1,v2,pt)>=0.0f) { if (line_point_side_v2(v2,v3,pt)>=0.0f) { @@ -424,7 +424,7 @@ int isect_point_tri_v2(float pt[2], float v1[2], float v2[2], float v3[2]) return 0; } /* point in quad - only convex quads */ -int isect_point_quad_v2(float pt[2], float v1[2], float v2[2], float v3[2], float v4[2]) +int isect_point_quad_v2(const float pt[2], const float v1[2], const float v2[2], const float v3[2], const float v4[2]) { if (line_point_side_v2(v1,v2,pt)>=0.0f) { if (line_point_side_v2(v2,v3,pt)>=0.0f) { @@ -451,7 +451,7 @@ int isect_point_quad_v2(float pt[2], float v1[2], float v2[2], float v3[2], floa test if the line starting at p1 ending at p2 intersects the triangle v0..v2 return non zero if it does */ -int isect_line_tri_v3(float p1[3], float p2[3], float v0[3], float v1[3], float v2[3], float *lambda, float *uv) +int isect_line_tri_v3(const float p1[3], const float p2[3], const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2]) { float p[3], s[3], d[3], e1[3], e2[3], q[3]; @@ -473,7 +473,7 @@ int isect_line_tri_v3(float p1[3], float p2[3], float v0[3], float v1[3], float cross_v3_v3v3(q, s, e1); - v = f * dot_v3v3(d, q); + v = f * dot_v3v3(d, q); if ((v < 0.0f)||((u + v) > 1.0f)) return 0; *lambda = f * dot_v3v3(e2, q); @@ -491,7 +491,7 @@ int isect_line_tri_v3(float p1[3], float p2[3], float v0[3], float v1[3], float test if the ray starting at p1 going in d direction intersects the triangle v0..v2 return non zero if it does */ -int isect_ray_tri_v3(float p1[3], float d[3], float v0[3], float v1[3], float v2[3], float *lambda, float *uv) +int isect_ray_tri_v3(const float p1[3], const float d[3], const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2]) { float p[3], s[3], e1[3], e2[3], q[3]; float a, f, u, v; @@ -519,7 +519,7 @@ int isect_ray_tri_v3(float p1[3], float d[3], float v0[3], float v1[3], float v2 *lambda = f * dot_v3v3(e2, q); if ((*lambda < 0.0f)) return 0; - if(uv) { + if(uv) { uv[0]= u; uv[1]= v; } @@ -527,41 +527,41 @@ int isect_ray_tri_v3(float p1[3], float d[3], float v0[3], float v1[3], float v2 return 1; } -int isect_ray_tri_epsilon_v3(float p1[3], float d[3], float v0[3], float v1[3], float v2[3], float *lambda, float *uv, float epsilon) +int isect_ray_tri_epsilon_v3(const float p1[3], const float d[3], const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2], const float epsilon) { - float p[3], s[3], e1[3], e2[3], q[3]; - float a, f, u, v; + float p[3], s[3], e1[3], e2[3], q[3]; + float a, f, u, v; - sub_v3_v3v3(e1, v1, v0); - sub_v3_v3v3(e2, v2, v0); + sub_v3_v3v3(e1, v1, v0); + sub_v3_v3v3(e2, v2, v0); - cross_v3_v3v3(p, d, e2); - a = dot_v3v3(e1, p); - if (a == 0.0f) return 0; - f = 1.0f/a; + cross_v3_v3v3(p, d, e2); + a = dot_v3v3(e1, p); + if (a == 0.0f) return 0; + f = 1.0f/a; - sub_v3_v3v3(s, p1, v0); + sub_v3_v3v3(s, p1, v0); - u = f * dot_v3v3(s, p); - if ((u < -epsilon)||(u > 1.0f+epsilon)) return 0; + u = f * dot_v3v3(s, p); + if ((u < -epsilon)||(u > 1.0f+epsilon)) return 0; - cross_v3_v3v3(q, s, e1); + cross_v3_v3v3(q, s, e1); - v = f * dot_v3v3(d, q); - if ((v < -epsilon)||((u + v) > 1.0f+epsilon)) return 0; + v = f * dot_v3v3(d, q); + if ((v < -epsilon)||((u + v) > 1.0f+epsilon)) return 0; - *lambda = f * dot_v3v3(e2, q); - if ((*lambda < 0.0f)) return 0; + *lambda = f * dot_v3v3(e2, q); + if ((*lambda < 0.0f)) return 0; - if(uv) { - uv[0]= u; - uv[1]= v; - } + if(uv) { + uv[0]= u; + uv[1]= v; + } - return 1; + return 1; } -int isect_ray_tri_threshold_v3(float p1[3], float d[3], float v0[3], float v1[3], float v2[3], float *lambda, float *uv, float threshold) +int isect_ray_tri_threshold_v3(const float p1[3], const float d[3], const float v0[3], const float v1[3], const float v2[3], float *lambda, float *uv, const float threshold) { float p[3], s[3], e1[3], e2[3], q[3]; float a, f, u, v; @@ -614,7 +614,7 @@ int isect_ray_tri_threshold_v3(float p1[3], float d[3], float v0[3], float v1[3] /* Adapted from the paper by Kasper Fauerby */ /* "Improved Collision detection and Response" */ -static int getLowestRoot(float a, float b, float c, float maxR, float* root) +static int getLowestRoot(const float a, const float b, const float c, const float maxR, float *root) { // Check if a solution exists float determinant = b*b - 4.0f*a*c; @@ -651,7 +651,7 @@ static int getLowestRoot(float a, float b, float c, float maxR, float* root) return 0; } -int isect_sweeping_sphere_tri_v3(float p1[3], float p2[3], float radius, float v0[3], float v1[3], float v2[3], float *lambda, float *ipoint) +int isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius, const float v0[3], const float v1[3], const float v2[3], float *lambda, float ipoint[3]) { float e1[3], e2[3], e3[3], point[3], vel[3], /*dist[3],*/ nor[3], temp[3], bv[3]; float a, b, c, d, e, x, y, z, radius2=radius*radius; @@ -848,7 +848,7 @@ int isect_sweeping_sphere_tri_v3(float p1[3], float p2[3], float radius, float v return found_by_sweep; } -int isect_axial_line_tri_v3(int axis, float p1[3], float p2[3], float v0[3], float v1[3], float v2[3], float *lambda) +int isect_axial_line_tri_v3(const int axis, const float p1[3], const float p2[3], const float v0[3], const float v1[3], const float v2[3], float *lambda) { float p[3], e1[3], e2[3]; float u, v, f; @@ -897,7 +897,7 @@ int isect_axial_line_tri_v3(int axis, float p1[3], float p2[3], float v0[3], flo * 1 - lines are coplanar, i1 is set to intersection * 2 - i1 and i2 are the nearest points on line 1 (v1, v2) and line 2 (v3, v4) respectively * */ -int isect_line_line_v3(float v1[3], float v2[3], float v3[3], float v4[3], float i1[3], float i2[3]) +int isect_line_line_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3], float i1[3], float i2[3]) { float a[3], b[3], c[3], ab[3], cb[3], dir1[3], dir2[3]; float d; @@ -909,7 +909,7 @@ int isect_line_line_v3(float v1[3], float v2[3], float v3[3], float v4[3], float normalize_v3_v3(dir1, a); normalize_v3_v3(dir2, b); d = dot_v3v3(dir1, dir2); - if (d >= 1.0-FLT_EPSILON*10 || d <= -1.0 + FLT_EPSILON*10) { + if (d == 1.0f || d == -1.0f) { /* colinear */ return 0; } @@ -961,7 +961,7 @@ int isect_line_line_v3(float v1[3], float v2[3], float v3[3], float v4[3], float /* Intersection point strictly between the two lines * 0 when no intersection is found * */ -int isect_line_line_strict_v3(float v1[3], float v2[3], float v3[3], float v4[3], float vi[3], float *lambda) +int isect_line_line_strict_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3], float vi[3], float *lambda) { float a[3], b[3], c[3], ab[3], cb[3], ca[3], dir1[3], dir2[3]; float d; @@ -1014,7 +1014,7 @@ int isect_line_line_strict_v3(float v1[3], float v2[3], float v3[3], float v4[3] } } -int isect_aabb_aabb_v3(float min1[3], float max1[3], float min2[3], float max2[3]) +int isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]) { return (min1[0] (x,v)(t) */ -void interp_cubic_v3(float *x, float *v,float *x1, float *v1, float *x2, float *v2, float t) +void interp_cubic_v3(float x[3], float v[3], const float x1[3], const float v1[3], const float x2[3], const float v2[3], const float t) { float a[3],b[3]; float t2= t*t; @@ -1742,7 +1742,7 @@ void interp_cubic_v3(float *x, float *v,float *x1, float *v1, float *x2, float * /***************************** View & Projection *****************************/ -void orthographic_m4(float matrix[][4],float left, float right, float bottom, float top, float nearClip, float farClip) +void orthographic_m4(float matrix[][4], const float left, const float right, const float bottom, const float top, const float nearClip, const float farClip) { float Xdelta, Ydelta, Zdelta; @@ -1761,7 +1761,7 @@ void orthographic_m4(float matrix[][4],float left, float right, float bottom, fl matrix[3][2] = -(farClip + nearClip)/Zdelta; } -void perspective_m4(float mat[][4],float left, float right, float bottom, float top, float nearClip, float farClip) +void perspective_m4(float mat[][4],float left, const float right, const float bottom, const float top, const float nearClip, const float farClip) { float Xdelta, Ydelta, Zdelta; @@ -1786,7 +1786,7 @@ void perspective_m4(float mat[][4],float left, float right, float bottom, float } /* translate a matrix created by orthographic_m4 or perspective_m4 in XY coords (used to jitter the view) */ -void window_translate_m4(float winmat[][4], float perspmat[][4], float x, float y) +void window_translate_m4(float winmat[][4], float perspmat[][4], const float x, const float y) { if(winmat[2][3] == -1.0f) { /* in the case of a win-matrix, this means perspective always */ @@ -1890,7 +1890,7 @@ void lookat_m4(float mat[][4],float vx, float vy, float vz, float px, float py, translate_m4(mat,-vx,-vy,-vz); /* translate viewpoint to origin */ } -int box_clip_bounds_m4(float boundbox[2][3], float bounds[4], float winmat[4][4]) +int box_clip_bounds_m4(float boundbox[2][3], const float bounds[4], float winmat[4][4]) { float mat[4][4], vec[4]; int a, fl, flag= -1; @@ -1950,7 +1950,7 @@ void box_minmax_bounds_m4(float min[3], float max[3], float boundbox[2][3], floa /********************************** Mapping **********************************/ -void map_to_tube(float *u, float *v,float x, float y, float z) +void map_to_tube(float *u, float *v, const float x, const float y, const float z) { float len; @@ -1963,7 +1963,7 @@ void map_to_tube(float *u, float *v,float x, float y, float z) *v = *u = 0.0f; /* to avoid un-initialized variables */ } -void map_to_sphere(float *u, float *v,float x, float y, float z) +void map_to_sphere(float *u, float *v, const float x, const float y, const float z) { float len; @@ -1971,9 +1971,8 @@ void map_to_sphere(float *u, float *v,float x, float y, float z) if(len > 0.0f) { if(x==0.0f && y==0.0f) *u= 0.0f; /* othwise domain error */ else *u = (1.0f - atan2f(x,y) / (float)M_PI) / 2.0f; - - z/=len; - *v = 1.0f - (float)saacos(z)/(float)M_PI; + + *v = 1.0f - (float)saacos(z/len)/(float)M_PI; } else { *v = *u = 0.0f; /* to avoid un-initialized variables */ } @@ -2033,7 +2032,7 @@ void accumulate_vertex_normals(float n1[3], float n2[3], float n3[3], /* from BKE_mesh.h */ #define STD_UV_CONNECT_LIMIT 0.0001f -void sum_or_add_vertex_tangent(void *arena, VertexTangent **vtang, float *tang, float *uv) +void sum_or_add_vertex_tangent(void *arena, VertexTangent **vtang, const float tang[3], const float uv[2]) { VertexTangent *vt; @@ -2056,7 +2055,7 @@ void sum_or_add_vertex_tangent(void *arena, VertexTangent **vtang, float *tang, *vtang= vt; } -float *find_vertex_tangent(VertexTangent *vtang, float *uv) +float *find_vertex_tangent(VertexTangent *vtang, const float uv[2]) { VertexTangent *vt; static float nulltang[3] = {0.0f, 0.0f, 0.0f}; @@ -2068,7 +2067,7 @@ float *find_vertex_tangent(VertexTangent *vtang, float *uv) return nulltang; /* shouldn't happen, except for nan or so */ } -void tangent_from_uv(float *uv1, float *uv2, float *uv3, float *co1, float *co2, float *co3, float *n, float *tang) +void tangent_from_uv(float uv1[2], float uv2[2], float uv3[3], float co1[3], float co2[3], float co3[3], float n[3], float tang[3]) { float s1= uv2[0] - uv1[0]; float s2= uv3[0] - uv1[0]; @@ -2262,14 +2261,14 @@ void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight,flo /******************************* Form Factor *********************************/ -static void vec_add_dir(float r[3], float v1[3], float v2[3], float fac) +static void vec_add_dir(float r[3], const float v1[3], const float v2[3], const float fac) { r[0]= v1[0] + fac*(v2[0] - v1[0]); r[1]= v1[1] + fac*(v2[1] - v1[1]); r[2]= v1[2] + fac*(v2[2] - v1[2]); } -static int ff_visible_quad(float p[3], float n[3], float v0[3], float v1[3], float v2[3], float q0[3], float q1[3], float q2[3], float q3[3]) +static int ff_visible_quad(const float p[3], const float n[3], const float v0[3], const float v1[3], const float v2[3], float q0[3], float q1[3], float q2[3], float q3[3]) { static const float epsilon = 1e-6f; float c, sd[3]; @@ -2605,7 +2604,7 @@ static float ff_quad_form_factor(float *p, float *n, float *q0, float *q1, float aresult = (_mm_set_ps1(n[0])*gx + _mm_set_ps1(n[1])*gy + _mm_set_ps1(n[2])*gz)*angle; /* sum together */ - result= (fresult[0] + fresult[1] + fresult[2] + fresult[3])*(0.5f/(float)M_PI); + result= (fresult[0] + fresult[1] + fresult[2] + fresult[3])*(0.5f/(float)M_PI); result= MAX2(result, 0.0f); return result; @@ -2628,7 +2627,7 @@ static void ff_normalize(float n[3]) } } -static float ff_quad_form_factor(float *p, float *n, float *q0, float *q1, float *q2, float *q3) +static float ff_quad_form_factor(const float p[3], const float n[3], const float q0[3], const float q1[3], const float q2[3], const float q3[3]) { float r0[3], r1[3], r2[3], r3[3], g0[3], g1[3], g2[3], g3[3]; float a1, a2, a3, a4, dot1, dot2, dot3, dot4, result; @@ -2680,7 +2679,7 @@ float form_factor_hemi_poly(float p[3], float n[3], float v1[3], float v2[3], fl } /* evaluate if entire quad is a proper convex quad */ - int is_quad_convex_v3(float *v1, float *v2, float *v3, float *v4) + int is_quad_convex_v3(const float *v1, const float *v2, const float *v3, const float *v4) { float nor[3], nor1[3], nor2[3], vec[4][2]; diff --git a/source/blender/bmesh/operators/bevel.c b/source/blender/bmesh/operators/bevel.c index 9bd4f00668f..a80712884fc 100644 --- a/source/blender/bmesh/operators/bevel.c +++ b/source/blender/bmesh/operators/bevel.c @@ -34,10 +34,10 @@ typedef struct EdgeTag { void calc_corner_co(BMesh *bm, BMLoop *l, float *co, float fac) { - float no[3], tan[3], vec1[3], vec2[3], v1[3], v2[3], v3[3], v4[3]; - float p1[3], p2[3], w[3]; - float l1, l2; - int ret, inv=0; + float no[3], /*tan[3]*,*/ vec1[3], vec2[3], v1[3], v2[3], v3[3], v4[3]; + /*float p1[3], p2[3], w[3]; + float l1, l2;*/ + int /*ret,*/ inv=0; if (l->f->len > 2) { copy_v3_v3(v1, l->prev->v->co); diff --git a/source/blender/collada/CMakeLists.txt b/source/blender/collada/CMakeLists.txt index 5241bbc4ee9..fa7bfee8ee5 100644 --- a/source/blender/collada/CMakeLists.txt +++ b/source/blender/collada/CMakeLists.txt @@ -106,17 +106,9 @@ if(WITH_BUILDINFO) add_definitions(-DNAN_BUILDINFO) endif() -<<<<<<< .working -IF(WITH_BUILDINFO) - ADD_DEFINITIONS(-DNAN_BUILDINFO) -ENDIF(WITH_BUILDINFO) - -BLENDERLIB(bf_collada "${SRC}" "${INC}") -======= if(CMAKE_COMPILER_IS_GNUCXX) # COLLADAFWArray.h gives error with gcc 4.5 set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fpermissive") endif() blender_add_lib(bf_collada "${SRC}" "${INC}") ->>>>>>> .merge-right.r35190 diff --git a/source/blender/collada/DocumentExporter.cpp b/source/blender/collada/DocumentExporter.cpp index e497a13258f..00daac60281 100644 --- a/source/blender/collada/DocumentExporter.cpp +++ b/source/blender/collada/DocumentExporter.cpp @@ -295,446 +295,6 @@ public: } }; -<<<<<<< .working -class ImagesExporter: COLLADASW::LibraryImages -{ - const char *mfilename; - std::vector mImages; // contains list of written images, to avoid duplicates -public: - ImagesExporter(COLLADASW::StreamWriter *sw, const char* filename) : COLLADASW::LibraryImages(sw), mfilename(filename) - {} - - void exportImages(Scene *sce) - { - openLibrary(); - - forEachMaterialInScene(sce, *this); - - closeLibrary(); - } - - void operator()(Material *ma, Object *ob) - { - int a; - for (a = 0; a < MAX_MTEX; a++) { - MTex *mtex = ma->mtex[a]; - if (mtex && mtex->tex && mtex->tex->ima) { - - Image *image = mtex->tex->ima; - std::string name(id_name(image)); - name = translate_id(name); - char rel[FILE_MAX]; - char abs[FILE_MAX]; - char src[FILE_MAX]; - char dir[FILE_MAX]; - - BLI_split_dirfile(mfilename, dir, NULL); - - BKE_rebase_path(abs, sizeof(abs), rel, sizeof(rel), G.sce, image->name, dir); - - if (abs[0] != '\0') { - - // make absolute source path - BLI_strncpy(src, image->name, sizeof(src)); - BLI_path_abs(src, G.sce); - - // make dest directory if it doesn't exist - BLI_make_existing_file(abs); - - if (BLI_copy_fileops(src, abs) != 0) { - fprintf(stderr, "Cannot copy image to file's directory. \n"); - } - } - - if (find(mImages.begin(), mImages.end(), name) == mImages.end()) { - COLLADASW::Image img(COLLADABU::URI(COLLADABU::URI::nativePathToUri(rel)), name); - img.add(mSW); - - mImages.push_back(name); - } - } - } - } -}; - -class EffectsExporter: COLLADASW::LibraryEffects -{ -public: - EffectsExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryEffects(sw){} - void exportEffects(Scene *sce) - { - openLibrary(); - - forEachMaterialInScene(sce, *this); - - closeLibrary(); - } - - void operator()(Material *ma, Object *ob) - { - // create a list of indices to textures of type TEX_IMAGE - std::vector tex_indices; - createTextureIndices(ma, tex_indices); - - openEffect(translate_id(id_name(ma)) + "-effect"); - - COLLADASW::EffectProfile ep(mSW); - ep.setProfileType(COLLADASW::EffectProfile::COMMON); - ep.openProfile(); - // set shader type - one of three blinn, phong or lambert - if (ma->spec_shader == MA_SPEC_BLINN) { - ep.setShaderType(COLLADASW::EffectProfile::BLINN); - // shininess - ep.setShininess(ma->spec); - } - else if (ma->spec_shader == MA_SPEC_PHONG) { - ep.setShaderType(COLLADASW::EffectProfile::PHONG); - // shininess - // XXX not sure, stolen this from previous Collada plugin - ep.setShininess(ma->har / 4); - } - else { - // XXX write warning "Current shader type is not supported" - ep.setShaderType(COLLADASW::EffectProfile::LAMBERT); - } - // index of refraction - if (ma->mode & MA_RAYTRANSP) { - ep.setIndexOfRefraction(ma->ang); - } - else { - ep.setIndexOfRefraction(1.0f); - } - - COLLADASW::ColorOrTexture cot; - - // transparency - // Tod: because we are in A_ONE mode transparency is calculated like this: - ep.setTransparency(1.0f); - cot = getcol(0.0f, 0.0f, 0.0f, ma->alpha); - ep.setTransparent(cot); - - // emission - cot=getcol(ma->emit, ma->emit, ma->emit, 1.0f); - ep.setEmission(cot); - - // diffuse - cot = getcol(ma->r, ma->g, ma->b, 1.0f); - ep.setDiffuse(cot); - - // ambient - cot = getcol(ma->ambr, ma->ambg, ma->ambb, 1.0f); - ep.setAmbient(cot); - - // reflective, reflectivity - if (ma->mode & MA_RAYMIRROR) { - cot = getcol(ma->mirr, ma->mirg, ma->mirb, 1.0f); - ep.setReflective(cot); - ep.setReflectivity(ma->ray_mirror); - } - else { - cot = getcol(ma->specr, ma->specg, ma->specb, 1.0f); - ep.setReflective(cot); - ep.setReflectivity(ma->spec); - } - - // specular - if (ep.getShaderType() != COLLADASW::EffectProfile::LAMBERT) { - cot = getcol(ma->specr, ma->specg, ma->specb, 1.0f); - ep.setSpecular(cot); - } - - // XXX make this more readable if possible - - // create and for each image - COLLADASW::Sampler samplers[MAX_MTEX]; - //COLLADASW::Surface surfaces[MAX_MTEX]; - //void *samp_surf[MAX_MTEX][2]; - void *samp_surf[MAX_MTEX][1]; - - // image to index to samp_surf map - // samp_surf[index] stores 2 pointers, sampler and surface - std::map im_samp_map; - - unsigned int a, b; - for (a = 0, b = 0; a < tex_indices.size(); a++) { - MTex *t = ma->mtex[tex_indices[a]]; - Image *ima = t->tex->ima; - - std::string key(id_name(ima)); - key = translate_id(key); - - // create only one / pair for each unique image - if (im_samp_map.find(key) == im_samp_map.end()) { - // - // COLLADASW::Surface surface(COLLADASW::Surface::SURFACE_TYPE_2D, -// key + COLLADASW::Surface::SURFACE_SID_SUFFIX); -// COLLADASW::SurfaceInitOption sio(COLLADASW::SurfaceInitOption::INIT_FROM); -// sio.setImageReference(key); -// surface.setInitOption(sio); - - // - COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D, - key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX, - key + COLLADASW::Sampler::SURFACE_SID_SUFFIX); - sampler.setImageId(key); - // copy values to arrays since they will live longer - samplers[a] = sampler; - //surfaces[a] = surface; - - // store pointers so they can be used later when we create s - samp_surf[b][0] = &samplers[a]; - //samp_surf[b][1] = &surfaces[a]; - - im_samp_map[key] = b; - b++; - } - } - - // used as fallback when MTex->uvname is "" (this is pretty common) - // it is indeed the correct value to use in that case - std::string active_uv(getActiveUVLayerName(ob)); - - // write textures - // XXX very slow - for (a = 0; a < tex_indices.size(); a++) { - MTex *t = ma->mtex[tex_indices[a]]; - Image *ima = t->tex->ima; - - // we assume map input is always TEXCO_UV - - std::string key(id_name(ima)); - key = translate_id(key); - int i = im_samp_map[key]; - COLLADASW::Sampler *sampler = (COLLADASW::Sampler*)samp_surf[i][0]; - //COLLADASW::Surface *surface = (COLLADASW::Surface*)samp_surf[i][1]; - - std::string uvname = strlen(t->uvname) ? t->uvname : active_uv; - - // color - if (t->mapto & MAP_COL) { - ep.setDiffuse(createTexture(ima, uvname, sampler)); - } - // ambient - if (t->mapto & MAP_AMB) { - ep.setAmbient(createTexture(ima, uvname, sampler)); - } - // specular - if (t->mapto & MAP_SPEC) { - ep.setSpecular(createTexture(ima, uvname, sampler)); - } - // emission - if (t->mapto & MAP_EMIT) { - ep.setEmission(createTexture(ima, uvname, sampler)); - } - // reflective - if (t->mapto & MAP_REF) { - ep.setReflective(createTexture(ima, uvname, sampler)); - } - // alpha - if (t->mapto & MAP_ALPHA) { - ep.setTransparent(createTexture(ima, uvname, sampler)); - } - // extension: - // Normal map --> Must be stored with tag as different technique, - // since COLLADA doesn't support normal maps, even in current COLLADA 1.5. - if (t->mapto & MAP_NORM) { - COLLADASW::Texture texture(key); - texture.setTexcoord(uvname); - texture.setSampler(*sampler); - // technique FCOLLADA, with the tag, is most likely the best understood, - // most widespread de-facto standard. - texture.setProfileName("FCOLLADA"); - texture.setChildElementName("bump"); - ep.addExtraTechniqueColorOrTexture(COLLADASW::ColorOrTexture(texture)); - } - } - // performs the actual writing - ep.addProfileElements(); - bool twoSided = false; - if (ob->type == OB_MESH && ob->data) { - Mesh *me = (Mesh*)ob->data; - if (me->flag & ME_TWOSIDED) - twoSided = true; - } - if (twoSided) - ep.addExtraTechniqueParameter("GOOGLEEARTH", "show_double_sided", 1); - ep.addExtraTechniques(mSW); - - ep.closeProfile(); - if (twoSided) - mSW->appendTextBlock("1"); - closeEffect(); - } - - COLLADASW::ColorOrTexture createTexture(Image *ima, - std::string& uv_layer_name, - COLLADASW::Sampler *sampler - /*COLLADASW::Surface *surface*/) - { - - COLLADASW::Texture texture(translate_id(id_name(ima))); - texture.setTexcoord(uv_layer_name); - //texture.setSurface(*surface); - texture.setSampler(*sampler); - - COLLADASW::ColorOrTexture cot(texture); - return cot; - } - - COLLADASW::ColorOrTexture getcol(float r, float g, float b, float a) - { - COLLADASW::Color color(r,g,b,a); - COLLADASW::ColorOrTexture cot(color); - return cot; - } - - //returns the array of mtex indices which have image - //need this for exporting textures - void createTextureIndices(Material *ma, std::vector &indices) - { - indices.clear(); - - for (int a = 0; a < MAX_MTEX; a++) { - if (ma->mtex[a] && - ma->mtex[a]->tex && - ma->mtex[a]->tex->type == TEX_IMAGE && - ma->mtex[a]->texco == TEXCO_UV){ - indices.push_back(a); - } - } - } -}; - -class MaterialsExporter: COLLADASW::LibraryMaterials -{ -public: - MaterialsExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryMaterials(sw){} - void exportMaterials(Scene *sce) - { - openLibrary(); - - forEachMaterialInScene(sce, *this); - - closeLibrary(); - } - - void operator()(Material *ma, Object *ob) - { - std::string name(id_name(ma)); - - openMaterial(translate_id(name), name); - - std::string efid = translate_id(name) + "-effect"; - addInstanceEffect(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, efid)); - - closeMaterial(); - } -}; - -class CamerasExporter: COLLADASW::LibraryCameras -{ -public: - CamerasExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryCameras(sw){} - void exportCameras(Scene *sce) - { - openLibrary(); - - forEachCameraObjectInScene(sce, *this); - - closeLibrary(); - } - void operator()(Object *ob, Scene *sce) - { - // XXX add other params later - Camera *cam = (Camera*)ob->data; - std::string cam_id(get_camera_id(ob)); - std::string cam_name(id_name(cam)); - - if (cam->type == CAM_PERSP) { - COLLADASW::PerspectiveOptic persp(mSW); - persp.setXFov(1.0); - persp.setAspectRatio(0.1); - persp.setZFar(cam->clipend); - persp.setZNear(cam->clipsta); - COLLADASW::Camera ccam(mSW, &persp, cam_id, cam_name); - addCamera(ccam); - } - else { - COLLADASW::OrthographicOptic ortho(mSW); - ortho.setXMag(1.0); - ortho.setAspectRatio(0.1); - ortho.setZFar(cam->clipend); - ortho.setZNear(cam->clipsta); - COLLADASW::Camera ccam(mSW, &ortho, cam_id, cam_name); - addCamera(ccam); - } - } -}; - -class LightsExporter: COLLADASW::LibraryLights -{ -public: - LightsExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryLights(sw){} - void exportLights(Scene *sce) - { - openLibrary(); - - forEachLampObjectInScene(sce, *this); - - closeLibrary(); - } - void operator()(Object *ob) - { - Lamp *la = (Lamp*)ob->data; - std::string la_id(get_light_id(ob)); - std::string la_name(id_name(la)); - COLLADASW::Color col(la->r, la->g, la->b); - float e = la->energy; - - // sun - if (la->type == LA_SUN) { - COLLADASW::DirectionalLight cla(mSW, la_id, la_name, e); - cla.setColor(col); - addLight(cla); - } - // hemi - else if (la->type == LA_HEMI) { - COLLADASW::AmbientLight cla(mSW, la_id, la_name, e); - cla.setColor(col); - addLight(cla); - } - // spot - else if (la->type == LA_SPOT) { - COLLADASW::SpotLight cla(mSW, la_id, la_name, e); - cla.setColor(col); - cla.setFallOffAngle(la->spotsize); - cla.setFallOffExponent(la->spotblend); - cla.setLinearAttenuation(la->att1); - cla.setQuadraticAttenuation(la->att2); - addLight(cla); - } - // lamp - else if (la->type == LA_LOCAL) { - COLLADASW::PointLight cla(mSW, la_id, la_name, e); - cla.setColor(col); - cla.setLinearAttenuation(la->att1); - cla.setQuadraticAttenuation(la->att2); - addLight(cla); - } - // area lamp is not supported - // it will be exported as a local lamp - else { - COLLADASW::PointLight cla(mSW, la_id, la_name, e); - cla.setColor(col); - cla.setLinearAttenuation(la->att1); - cla.setQuadraticAttenuation(la->att2); - addLight(cla); - } - } -}; - -======= ->>>>>>> .merge-right.r35190 // TODO: it would be better to instantiate animations rather than create a new one per object // COLLADA allows this through multiple s in . // For this to work, we need to know objects that use a certain action. @@ -1432,17 +992,6 @@ void DocumentExporter::exportCurrentScene(Scene *sce, const char* filename) asset.setUnit(unitname, linearmeasure); asset.setUpAxisType(COLLADASW::Asset::Z_UP); -<<<<<<< .working - // TODO: need an Author field in userpref - asset.getContributor().mAuthor = "Blender User"; -#ifdef NAN_BUILDINFO - char version_buf[128]; - sprintf(version_buf, "Blender %d.%02d.%d r%s", BLENDER_VERSION/100, BLENDER_VERSION%100, BLENDER_SUBVERSION, build_rev); - asset.getContributor().mAuthoringTool = version_buf; -#else - asset.getContributor().mAuthoringTool = "Blender 2.5x"; -#endif -======= // TODO: need an Author field in userpref if(strlen(U.author) > 0) { asset.getContributor().mAuthor = U.author; @@ -1457,7 +1006,6 @@ void DocumentExporter::exportCurrentScene(Scene *sce, const char* filename) #else asset.getContributor().mAuthoringTool = "Blender 2.5x"; #endif ->>>>>>> .merge-right.r35190 asset.add(); // diff --git a/source/blender/editors/curve/editcurve.c b/source/blender/editors/curve/editcurve.c index 18276a5c825..e937417c857 100644 --- a/source/blender/editors/curve/editcurve.c +++ b/source/blender/editors/curve/editcurve.c @@ -951,7 +951,7 @@ static void calc_shapeKeys(Object *obedit) ++i; } - fp+= 3; curofp+= 3; /* alphas */ + fp+= 3; /* alphas */ } else { for (j= 0; j < 3; ++j, ++i) { VECCOPY(fp, bezt->vec[j]); @@ -1234,7 +1234,6 @@ void make_editNurb(Object *obedit) Nurb *nu, *newnu, *nu_act= NULL; KeyBlock *actkey; - if(obedit==NULL) return; set_actNurb(obedit, NULL); @@ -1591,7 +1590,7 @@ static int deleteflagNurb(bContext *C, wmOperator *UNUSED(op), int flag) BPoint *bp, *bpn, *newbp; int a, b, newu, newv, sel; - if(obedit && obedit->type==OB_SURF); + if(obedit->type==OB_SURF); else return OPERATOR_CANCELLED; cu->lastsel= NULL; @@ -2855,7 +2854,7 @@ static void subdividenurb(Object *obedit, int number_cuts) int a, b, sel, amount, *usel, *vsel, i; float factor; - // printf("*** subdivideNurb: entering subdivide\n"); + // printf("*** subdivideNurb: entering subdivide\n"); for(nu= editnurb->nurbs.first; nu; nu= nu->next) { amount= 0; @@ -3031,7 +3030,7 @@ static void subdividenurb(Object *obedit, int number_cuts) /* This is a very strange test ... */ /** Subdivide NURB surfaces - nzc 30-5-'00 - - + Subdivision of a NURB curve can be effected by adding a control point (insertion of a knot), or by raising the degree of the functions used to build the NURB. The @@ -3231,8 +3230,7 @@ static void subdividenurb(Object *obedit, int number_cuts) MEM_freeN(nu->bp); nu->bp= bpnew; nu->pntsu+= sel; - nurbs_knot_calc_u(nu); /* shift knots - forward */ + nurbs_knot_calc_u(nu); /* shift knots forward */ } } } @@ -3581,7 +3579,7 @@ void CURVE_OT_spline_type_set(wmOperatorType *ot) /* identifiers */ ot->name= "Set Spline Type"; - ot->description = "Set type of actibe spline"; + ot->description = "Set type of active spline"; ot->idname= "CURVE_OT_spline_type_set"; /* api callbacks */ @@ -4171,7 +4169,7 @@ void CURVE_OT_make_segment(wmOperatorType *ot) /***************** pick select from 3d view **********************/ -int mouse_nurb(bContext *C, short mval[2], int extend) +int mouse_nurb(bContext *C, const short mval[2], int extend) { Object *obedit= CTX_data_edit_object(C); Curve *cu= obedit->data; @@ -4413,11 +4411,10 @@ static int addvert_Nurb(bContext *C, short mode, float location[3]) Nurb *nu, *newnu= NULL; BezTriple *bezt, *newbezt = NULL; BPoint *bp, *newbp = NULL; - float mat[3][3],imat[3][3], temp[3]; + float imat[4][4], temp[3]; int ok= 0; - copy_m3_m4(mat, obedit->obmat); - invert_m3_m3(imat,mat); + invert_m4_m4(imat, obedit->obmat); findselectedNurbvert(&editnurb->nurbs, &nu, &bezt, &bp); @@ -4451,10 +4448,14 @@ static int addvert_Nurb(bContext *C, short mode, float location[3]) temp[0] = 1; temp[1] = 0; temp[2] = 0; + copy_v3_v3(newbezt->vec[1], location); - sub_v3_v3(newbezt->vec[1], obedit->obmat[3]); - sub_v3_v3v3(newbezt->vec[0], newbezt->vec[1],temp); - add_v3_v3v3(newbezt->vec[2], newbezt->vec[1],temp); + sub_v3_v3v3(newbezt->vec[0], newbezt->vec[1], temp); + add_v3_v3v3(newbezt->vec[2], newbezt->vec[1], temp); + + mul_m4_v3(imat, newbezt->vec[0]); + mul_m4_v3(imat, newbezt->vec[1]); + mul_m4_v3(imat, newbezt->vec[2]); ok= 1; nu= newnu; @@ -4473,9 +4474,7 @@ static int addvert_Nurb(bContext *C, short mode, float location[3]) newnu->orderu= 2; newnu->pntsu= 1; - copy_v3_v3(newbp->vec, location); - sub_v3_v3(newbp->vec, obedit->obmat[3]); - mul_m3_v3(imat,newbp->vec); + mul_v3_m4v3(newbp->vec, imat, location); newbp->vec[3]= 1.0; newnu->knotsu= newnu->knotsv= NULL; @@ -4555,9 +4554,7 @@ static int addvert_Nurb(bContext *C, short mode, float location[3]) copy_v3_v3(newbezt->vec[2], bezt->vec[2]); } else { - copy_v3_v3(newbezt->vec[1], location); - sub_v3_v3(newbezt->vec[1], obedit->obmat[3]); - mul_m3_v3(imat,newbezt->vec[1]); + mul_v3_m4v3(newbezt->vec[1], imat, location); sub_v3_v3v3(temp, newbezt->vec[1],temp); add_v3_v3v3(newbezt->vec[0], bezt->vec[0],temp); add_v3_v3v3(newbezt->vec[2], bezt->vec[2],temp); @@ -4622,9 +4619,7 @@ static int addvert_Nurb(bContext *C, short mode, float location[3]) copy_v3_v3(newbp->vec, bp->vec); } else { - copy_v3_v3(newbp->vec, location); - sub_v3_v3(newbp->vec, obedit->obmat[3]); - mul_m3_v3(imat,newbp->vec); + mul_v3_m4v3(newbp->vec, imat, location); newbp->vec[3]= 1.0; if(!newnu && nu->orderu<4 && nu->orderu<=nu->pntsu) @@ -4666,13 +4661,33 @@ static int add_vertex_exec(bContext *C, wmOperator *op) static int add_vertex_invoke(bContext *C, wmOperator *op, wmEvent *event) { RegionView3D *rv3d= CTX_wm_region_view3d(C); - ViewContext vc; - float location[3] = {0.0f, 0.0f, 0.0f}; - short mval[2]; if(rv3d && !RNA_property_is_set(op->ptr, "location")) { + Curve *cu; + ViewContext vc; + float location[3]; + short mval[2]; + + Nurb *nu; + BezTriple *bezt; + BPoint *bp; + view3d_set_viewcontext(C, &vc); + cu= vc.obedit->data; + + findselectedNurbvert(&cu->editnurb->nurbs, &nu, &bezt, &bp); + + if(bezt) { + mul_v3_m4v3(location, vc.obedit->obmat, bezt->vec[1]); + } + else if (bp) { + mul_v3_m4v3(location, vc.obedit->obmat, bp->vec); + } + else { + copy_v3_v3(location, give_cursor(vc.scene, vc.v3d)); + } + mval[0]= event->x - vc.ar->winrct.xmin; mval[1]= event->y - vc.ar->winrct.ymin; @@ -4980,8 +4995,8 @@ static int select_linked_pick_invoke(bContext *C, wmOperator *op, wmEvent *event int a, location[2], deselect; deselect= RNA_boolean_get(op->ptr, "deselect"); - location[0]= event->x - ar->winrct.xmin; - location[1]= event->y - ar->winrct.ymin; + location[0]= event->x - ar->winrct.xmin; + location[1]= event->y - ar->winrct.ymin; view3d_operator_needs_opengl(C); view3d_set_viewcontext(C, &vc); @@ -5622,7 +5637,7 @@ static int duplicate_invoke(bContext *C, wmOperator *op, wmEvent *UNUSED(event)) void CURVE_OT_duplicate(wmOperatorType *ot) { /* identifiers */ - ot->name= "Duplicate"; + ot->name= "Duplicate Curve"; ot->description = "Duplicate selected control points and segments between them"; ot->idname= "CURVE_OT_duplicate"; @@ -5646,7 +5661,7 @@ static int delete_exec(bContext *C, wmOperator *op) Curve *cu= obedit->data; EditNurb *editnurb= cu->editnurb; ListBase *nubase= &editnurb->nurbs; - Nurb *nu, *next, *nu1; + Nurb *nu, *nu1; BezTriple *bezt, *bezt1, *bezt2; BPoint *bp, *bp1, *bp2; int a, cut= 0, type= RNA_enum_get(op->ptr, "type"); @@ -5671,6 +5686,7 @@ static int delete_exec(bContext *C, wmOperator *op) if(type==0) { /* first loop, can we remove entire pieces? */ + Nurb *next; nu= nubase->first; while(nu) { next= nu->next; @@ -5799,7 +5815,6 @@ static int delete_exec(bContext *C, wmOperator *op) nu1= NULL; nuindex= 0; for(nu= nubase->first; nu; nu= nu->next) { - next= nu->next; if(nu->type == CU_BEZIER) { bezt= nu->bezt; for(a=0; apntsu-1; a++) { @@ -6542,12 +6557,12 @@ static int curvesurf_prim_add(bContext *C, wmOperator *op, int type, int isSurf) ListBase *editnurb; Nurb *nu; int newob= 0; - int enter_editmode; + int enter_editmode, is_aligned; unsigned int layer; float loc[3], rot[3]; float mat[4][4]; - if(!ED_object_add_generic_get_opts(C, op, loc, rot, &enter_editmode, &layer, NULL)) + if(!ED_object_add_generic_get_opts(C, op, loc, rot, &enter_editmode, &layer, &is_aligned)) return OPERATOR_CANCELLED; if (!isSurf) { /* adding curve */ @@ -6647,7 +6662,7 @@ static int add_primitive_bezier_circle_exec(bContext *C, wmOperator *op) void CURVE_OT_primitive_bezier_circle_add(wmOperatorType *ot) { /* identifiers */ - ot->name= "Add Circle"; + ot->name= "Add Bezier Circle"; ot->description= "Construct a Bezier Circle"; ot->idname= "CURVE_OT_primitive_bezier_circle_add"; @@ -6940,7 +6955,7 @@ static void *undo_check_lastsel(void *lastsel, Nurb *nu, Nurb *newnu) return NULL; } -static void undoCurve_to_editCurve(void *ucu, void *obe, void *obdata) +static void undoCurve_to_editCurve(void *ucu, void *edata, void *obe) { Object *obedit= obe; Curve *cu= (Curve*)obedit->data; @@ -6990,7 +7005,7 @@ static void undoCurve_to_editCurve(void *ucu, void *obe, void *obdata) ED_curve_updateAnimPaths(obedit); } -static void *editCurve_to_undoCurve(void *obe, void *cue) +static void *editCurve_to_undoCurve(void *edata, void *obe) { Object *obedit= obe; Curve *cu= (Curve*)obedit->data; diff --git a/source/blender/editors/curve/editfont.c b/source/blender/editors/curve/editfont.c index 37cc135a6a8..f5b9ed39664 100644 --- a/source/blender/editors/curve/editfont.c +++ b/source/blender/editors/curve/editfont.c @@ -1769,7 +1769,7 @@ void FONT_OT_unlink(wmOperatorType *ot) /* **************** undo for font object ************** */ -static void undoFont_to_editFont(void *strv, void *ecu, void *obdata) +static void undoFont_to_editFont(void *strv, void *ecu, void *UNUSED(obdata)) { Curve *cu= (Curve *)ecu; EditFont *ef= cu->editfont; @@ -1786,7 +1786,7 @@ static void undoFont_to_editFont(void *strv, void *ecu, void *obdata) update_string(cu); } -static void *editFont_to_undoFont(void *ecu, void *obdata) +static void *editFont_to_undoFont(void *ecu, void *UNUSED(obdata)) { Curve *cu= (Curve *)ecu; EditFont *ef= cu->editfont; diff --git a/source/blender/editors/gpencil/drawgpencil.c b/source/blender/editors/gpencil/drawgpencil.c index 598c0e5fa26..1a9ef4be70f 100644 --- a/source/blender/editors/gpencil/drawgpencil.c +++ b/source/blender/editors/gpencil/drawgpencil.c @@ -75,14 +75,16 @@ /* ----- General Defines ------ */ /* flags for sflag */ -enum { +typedef enum eDrawStrokeFlags { GP_DRAWDATA_NOSTATUS = (1<<0), /* don't draw status info */ GP_DRAWDATA_ONLY3D = (1<<1), /* only draw 3d-strokes */ GP_DRAWDATA_ONLYV2D = (1<<2), /* only draw 'canvas' strokes */ GP_DRAWDATA_ONLYI2D = (1<<3), /* only draw 'image' strokes */ GP_DRAWDATA_IEDITHACK = (1<<4), /* special hack for drawing strokes in Image Editor (weird coordinates) */ GP_DRAWDATA_NO_XRAY = (1<<5), /* dont draw xray in 3D view (which is default) */ -}; +} eDrawStrokeFlags; + + /* thickness above which we should use special drawing */ #define GP_DRAWTHICKNESS_SPECIAL 3 @@ -152,7 +154,7 @@ static void gp_draw_stroke_buffer (tGPspoint *points, int totpoints, short thick /* ----- Existing Strokes Drawing (3D and Point) ------ */ /* draw a given stroke - just a single dot (only one point) */ -static void gp_draw_stroke_point (bGPDspoint *points, short thickness, short sflag, int offsx, int offsy, int winx, int winy) +static void gp_draw_stroke_point (bGPDspoint *points, short thickness, short dflag, short sflag, int offsx, int offsy, int winx, int winy) { /* draw point */ if (sflag & GP_STROKE_3DSPACE) { @@ -161,7 +163,6 @@ static void gp_draw_stroke_point (bGPDspoint *points, short thickness, short sfl glEnd(); } else { - // int spacetype= 0; // XXX make local gpencil state var? float co[2]; /* get coordinates of point */ @@ -181,12 +182,8 @@ static void gp_draw_stroke_point (bGPDspoint *points, short thickness, short sfl /* if thickness is less than GP_DRAWTHICKNESS_SPECIAL, simple dot looks ok * - also mandatory in if Image Editor 'image-based' dot */ -#if 0 if ( (thickness < GP_DRAWTHICKNESS_SPECIAL) || - ((spacetype==SPACE_IMAGE) && (sflag & GP_STROKE_2DSPACE)) ) -#else - if(1) /* when spacetype is back uncomment the check above */ -#endif + ((dflag & GP_DRAWDATA_IEDITHACK) && (sflag & GP_STROKE_2DSPACE)) ) { glBegin(GL_POINTS); glVertex2fv(co); @@ -510,15 +507,16 @@ static void gp_draw_strokes (bGPDframe *gpf, int offsx, int offsy, int winx, int /* check which stroke-drawer to use */ if (gps->totpoints == 1) - gp_draw_stroke_point(gps->points, lthick, gps->flag, offsx, offsy, winx, winy); + gp_draw_stroke_point(gps->points, lthick, dflag, gps->flag, offsx, offsy, winx, winy); else if (dflag & GP_DRAWDATA_ONLY3D) { const int no_xray= (dflag & GP_DRAWDATA_NO_XRAY); - int mask_orig; - if(no_xray) { + int mask_orig = 0; + + if (no_xray) { glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig); glDepthMask(0); glEnable(GL_DEPTH_TEST); - + /* first arg is normally rv3d->dist, but this isnt available here and seems to work quite well without */ bglPolygonOffset(1.0f, 1.0f); /* @@ -526,13 +524,13 @@ static void gp_draw_strokes (bGPDframe *gpf, int offsx, int offsy, int winx, int glPolygonOffset(-1.0f, -1.0f); */ } - + gp_draw_stroke_3d(gps->points, gps->totpoints, lthick, debug); - - if(no_xray) { + + if (no_xray) { glDepthMask(mask_orig); glDisable(GL_DEPTH_TEST); - + bglPolygonOffset(0.0, 0.0); /* glDisable(GL_POLYGON_OFFSET_LINE); @@ -549,7 +547,6 @@ static void gp_draw_strokes (bGPDframe *gpf, int offsx, int offsy, int winx, int static void gp_draw_data (bGPdata *gpd, int offsx, int offsy, int winx, int winy, int cfra, int dflag) { bGPDlayer *gpl; - // bGPDlayer *actlay=NULL; // UNUSED /* reset line drawing style (in case previous user didn't reset) */ setlinestyle(0); @@ -573,10 +570,6 @@ static void gp_draw_data (bGPdata *gpd, int offsx, int offsy, int winx, int winy if (gpl->flag & GP_LAYER_HIDE) continue; - /* if layer is active one, store pointer to it */ - // if (gpl->flag & GP_LAYER_ACTIVE) - // actlay= gpl; - /* get frame to draw */ gpf= gpencil_layer_getframe(gpl, cfra, 0); if (gpf == NULL) @@ -588,11 +581,11 @@ static void gp_draw_data (bGPdata *gpd, int offsx, int offsy, int winx, int winy QUATCOPY(tcolor, gpl->color); // additional copy of color (for ghosting) glColor4f(color[0], color[1], color[2], color[3]); glPointSize((float)(gpl->thickness + 2)); - + /* apply xray layer setting */ - if(gpl->flag & GP_LAYER_NO_XRAY) dflag |= GP_DRAWDATA_NO_XRAY; + if (gpl->flag & GP_LAYER_NO_XRAY) dflag |= GP_DRAWDATA_NO_XRAY; else dflag &= ~GP_DRAWDATA_NO_XRAY; - + /* draw 'onionskins' (frame left + right) */ if (gpl->flag & GP_LAYER_ONIONSKIN) { /* drawing method - only immediately surrounding (gstep = 0), or within a frame range on either side (gstep > 0)*/ @@ -791,11 +784,11 @@ void draw_gpencil_view3d_ext (Scene *scene, View3D *v3d, ARegion *ar, short only /* check that we have grease-pencil stuff to draw */ gpd= gpencil_data_get_active_v3d(scene); // XXX - if(gpd == NULL) return; + if (gpd == NULL) return; /* when rendering to the offscreen buffer we dont want to * deal with the camera border, otherwise map the coords to the camera border. */ - if(rv3d->persp == RV3D_CAMOB && !(G.f & G_RENDER_OGL)) { + if ((rv3d->persp == RV3D_CAMOB) && !(G.f & G_RENDER_OGL)) { rctf rectf; view3d_calc_camera_border(scene, ar, rv3d, v3d, &rectf, -1); /* negative shift */ BLI_copy_rcti_rctf(&rect, &rectf); diff --git a/source/blender/editors/gpencil/gpencil_paint.c b/source/blender/editors/gpencil/gpencil_paint.c index 96e7cedf18a..17e7c0c221b 100644 --- a/source/blender/editors/gpencil/gpencil_paint.c +++ b/source/blender/editors/gpencil/gpencil_paint.c @@ -933,8 +933,8 @@ static tGPsdata *gp_session_initpaint (bContext *C) /* supported views first */ case SPACE_VIEW3D: { - View3D *v3d= curarea->spacedata.first; - RegionView3D *rv3d= ar->regiondata; + // View3D *v3d= curarea->spacedata.first; + // RegionView3D *rv3d= ar->regiondata; /* set current area * - must verify that region data is 3D-view (and not something else) @@ -949,12 +949,6 @@ static tGPsdata *gp_session_initpaint (bContext *C) return p; } - /* for camera view set the subrect */ - if(rv3d->persp == RV3D_CAMOB) { - view3d_calc_camera_border(p->scene, p->ar, NULL, v3d, &p->subrect_data, 1); - p->subrect= &p->subrect_data; - } - #if 0 // XXX will this sort of antiquated stuff be restored? /* check that gpencil data is allowed to be drawn */ if ((v3d->flag2 & V3D_DISPGP)==0) { diff --git a/source/blender/editors/include/ED_curve.h b/source/blender/editors/include/ED_curve.h index 08a63a470c1..cfafd38ed15 100644 --- a/source/blender/editors/include/ED_curve.h +++ b/source/blender/editors/include/ED_curve.h @@ -66,7 +66,7 @@ void free_editNurb (struct Object *obedit); void free_curve_editNurb (struct Curve *cu); -int mouse_nurb (struct bContext *C, short mval[2], int extend); +int mouse_nurb (struct bContext *C, const short mval[2], int extend); struct Nurb *add_nurbs_primitive(struct bContext *C, float mat[4][4], int type, int newob); diff --git a/source/blender/editors/interface/interface_style.c b/source/blender/editors/interface/interface_style.c index 7be089fdf32..2e4106b3c04 100644 --- a/source/blender/editors/interface/interface_style.c +++ b/source/blender/editors/interface/interface_style.c @@ -153,10 +153,16 @@ void uiStyleFontDrawExt(uiFontStyle *fs, rcti *rect, const char *str, height= BLF_height(fs->uifont_id, "2"); /* correct offset is on baseline, the j is below that */ yofs= floor( 0.5f*(rect->ymax - rect->ymin - height)); - if(fs->align==UI_STYLE_TEXT_CENTER) + if(fs->align==UI_STYLE_TEXT_CENTER) { xofs= floor( 0.5f*(rect->xmax - rect->xmin - BLF_width(fs->uifont_id, str))); - else if(fs->align==UI_STYLE_TEXT_RIGHT) + /* don't center text if it chops off the start of the text, 2 gives some margin */ + if(xofs < 2) { + xofs= 2; + } + } + else if(fs->align==UI_STYLE_TEXT_RIGHT) { xofs= rect->xmax - rect->xmin - BLF_width(fs->uifont_id, str) - 1; + } /* clip is very strict, so we give it some space */ BLF_clipping(fs->uifont_id, rect->xmin-1, rect->ymin-4, rect->xmax+1, rect->ymax+4); diff --git a/source/blender/editors/mesh/bmesh_select.c b/source/blender/editors/mesh/bmesh_select.c index 0c7ca31a152..20474e2fba0 100644 --- a/source/blender/editors/mesh/bmesh_select.c +++ b/source/blender/editors/mesh/bmesh_select.c @@ -120,7 +120,6 @@ void EDBM_select_mirrored(Object *obedit, BMEditMesh *em) void EDBM_automerge(Scene *scene, Object *obedit, int update) { BMEditMesh *em; - int len; if ((scene->toolsettings->automerge) && (obedit && obedit->type==OB_MESH) && @@ -453,7 +452,7 @@ float labda_PdistVL2Dfl( float *v1, float *v2, float *v3) } /* note; uses v3d, so needs active 3d window */ -static void findnearestedge__doClosest(void *userData, BMEdge *eed, int x0, int y0, int x1, int y1, int index) +static void findnearestedge__doClosest(void *userData, BMEdge *eed, int x0, int y0, int x1, int y1, int UNUSED(index)) { struct { ViewContext vc; float mval[2]; int dist; BMEdge *closest; } *data = userData; float v1[2], v2[2]; @@ -525,7 +524,7 @@ BMEdge *EDBM_findnearestedge(ViewContext *vc, int *dist) } } -static void findnearestface__getDistance(void *userData, BMFace *efa, int x, int y, int index) +static void findnearestface__getDistance(void *userData, BMFace *efa, int x, int y, int UNUSED(index)) { struct { short mval[2]; int dist; BMFace *toFace; } *data = userData; @@ -690,7 +689,6 @@ static EnumPropertyItem prop_similar_types[] = { static int similar_face_select_exec(bContext *C, wmOperator *op) { - Scene *scene = CTX_data_scene(C); Object *ob = CTX_data_edit_object(C); BMEditMesh *em = ((Mesh*)ob->data)->edit_btmesh; BMOperator bmop; @@ -731,7 +729,6 @@ static int similar_face_select_exec(bContext *C, wmOperator *op) /* wrap the above function but do selection flushing edge to face */ static int similar_edge_select_exec(bContext *C, wmOperator *op) { - Scene *scene = CTX_data_scene(C); Object *ob = CTX_data_edit_object(C); BMEditMesh *em = ((Mesh*)ob->data)->edit_btmesh; BMOperator bmop; @@ -778,7 +775,6 @@ VERT GROUP static int similar_vert_select_exec(bContext *C, wmOperator *op) { - Scene *scene = CTX_data_scene(C); Object *ob = CTX_data_edit_object(C); BMEditMesh *em = ((Mesh*)ob->data)->edit_btmesh; BMOperator bmop; @@ -824,7 +820,7 @@ static int select_similar_exec(bContext *C, wmOperator *op) return similar_face_select_exec(C, op); } -static EnumPropertyItem *select_similar_type_itemf(bContext *C, PointerRNA *ptr, int *free) +static EnumPropertyItem *select_similar_type_itemf(bContext *C, PointerRNA *UNUSED(ptr), int *free) { Object *obedit = CTX_data_edit_object(C); EnumPropertyItem *item= NULL; @@ -899,7 +895,7 @@ static void walker_select(BMEditMesh *em, int walkercode, void *start, int selec BMW_End(&walker); } -static int loop_multiselect(bContext *C, wmOperator *op) +static int loop_multiselect(bContext *UNUSED(C), wmOperator *UNUSED(op)) { #if 0 //BMESH_TODO Object *obedit= CTX_data_edit_object(C); @@ -1056,7 +1052,7 @@ void MESH_OT_loop_select(wmOperatorType *ot) /* ******************* mesh shortest path select, uses prev-selected edge ****************** */ /* since you want to create paths with multiple selects, it doesn't have extend option */ -static void mouse_mesh_shortest_path(bContext *C, short mval[2]) +static void mouse_mesh_shortest_path(bContext *UNUSED(C), short UNUSED(mval[2])) { #if 0 //BMESH_TODO ViewContext vc; @@ -1125,7 +1121,7 @@ static void mouse_mesh_shortest_path(bContext *C, short mval[2]) } -static int mesh_shortest_path_select_invoke(bContext *C, wmOperator *op, wmEvent *event) +static int mesh_shortest_path_select_invoke(bContext *C, wmOperator *UNUSED(op), wmEvent *event) { view3d_operator_needs_opengl(C); @@ -1306,7 +1302,6 @@ void EDBM_selectmode_set(BMEditMesh *em) void EDBM_convertsel(BMEditMesh *em, short oldmode, short selectmode) { - BMVert *eve; BMEdge *eed; BMFace *efa; BMIter iter; @@ -1392,7 +1387,7 @@ void EDBM_select_swap(BMEditMesh *em) /* exported for UV */ // if (EM_texFaceCheck()) } -static int select_inverse_mesh_exec(bContext *C, wmOperator *op) +static int select_inverse_mesh_exec(bContext *C, wmOperator *UNUSED(op)) { Object *obedit= CTX_data_edit_object(C); BMEditMesh *em= ((Mesh *)obedit->data)->edit_btmesh; @@ -1429,9 +1424,7 @@ static int select_linked_pick_invoke(bContext *C, wmOperator *op, wmEvent *event BMVert *eve; BMEdge *e, *eed; BMFace *efa; - short done=1, toggle=0; int sel= !RNA_boolean_get(op->ptr, "deselect"); - int limit= RNA_boolean_get(op->ptr, "limit"); /* unified_finednearest needs ogl */ view3d_operator_needs_opengl(C); @@ -1501,7 +1494,7 @@ void MESH_OT_select_linked_pick(wmOperatorType *ot) } -static int select_linked_exec(bContext *C, wmOperator *op) +static int select_linked_exec(bContext *C, wmOperator *UNUSED(op)) { Object *obedit= CTX_data_edit_object(C); BMEditMesh *em= ((Mesh*)obedit->data)->edit_btmesh; @@ -1875,9 +1868,9 @@ void em_deselect_nth_vert(EditMesh *em, int nth, EditVert *eve_act) } #endif -int EM_deselect_nth(EditMesh *em, int nth) +int EM_deselect_nth(BMEditMesh *em, int nth) { -#if 0 +#if 0 //BMESH_TODO EditSelection *ese; ese = ((EditSelection*)em->selected.last); if(ese) { @@ -1933,7 +1926,6 @@ static int select_sharp_edges_exec(bContext *C, wmOperator *op) BMEditMesh *em= ((Mesh *)obedit->data)->edit_btmesh; BMIter iter; BMEdge *e; - BLI_array_declare(stack); BMLoop *l1, *l2; float sharp = RNA_float_get(op->ptr, "sharpness"), angle; @@ -2170,7 +2162,7 @@ void MESH_OT_select_random(wmOperatorType *ot) RNA_def_boolean(ot->srna, "extend", 0, "Extend Selection", "Extend selection instead of deselecting everything first."); } -static int select_next_loop(bContext *C, wmOperator *op) +static int select_next_loop(bContext *C, wmOperator *UNUSED(op)) { Object *obedit= CTX_data_edit_object(C); BMEditMesh *em= (((Mesh *)obedit->data))->edit_btmesh; @@ -2220,7 +2212,7 @@ void MESH_OT_select_next_loop(wmOperatorType *ot) } -static int region_to_loop(bContext *C, wmOperator *op) +static int region_to_loop(bContext *C, wmOperator *UNUSED(op)) { Object *obedit = CTX_data_edit_object(C); BMEditMesh *em = ((Mesh*)obedit->data)->edit_btmesh; diff --git a/source/blender/editors/mesh/bmesh_tools.c b/source/blender/editors/mesh/bmesh_tools.c index ec8b5ffa47a..ee829ac473c 100644 --- a/source/blender/editors/mesh/bmesh_tools.c +++ b/source/blender/editors/mesh/bmesh_tools.c @@ -377,7 +377,7 @@ short EDBM_Extrude_edges_indiv(BMEditMesh *em, short flag, float *nor) #endif /* extrudes individual vertices */ -short EDBM_Extrude_verts_indiv(BMEditMesh *em, wmOperator *op, short flag, float *nor) +short EDBM_Extrude_verts_indiv(BMEditMesh *em, wmOperator *op, short flag, float *UNUSED(nor)) { BMOperator bmop; @@ -3806,12 +3806,14 @@ static int mesh_separate_selected(Main *bmain, Scene *scene, Base *editbase, wmO return 1; } -static int mesh_separate_material(Main *bmain, Scene *scene, Base *editbase, wmOperator *wmop) +//BMESH_TODO +static int mesh_separate_material(Main *UNUSED(bmain), Scene *UNUSED(scene), Base *UNUSED(editbase), wmOperator *UNUSED(wmop)) { return 0; } -static int mesh_separate_loose(Main *bmain, Scene *scene, Base *editbase, wmOperator *wmop) +//BMESH_TODO +static int mesh_separate_loose(Main *UNUSED(bmain), Scene *UNUSED(scene), Base *UNUSED(editbase), wmOperator *UNUSED(wmop)) { return 0; } @@ -4010,7 +4012,7 @@ void MESH_OT_tris_convert_to_quads(wmOperatorType *ot) } -static int edge_flip_exec(bContext *C, wmOperator *op) +static int edge_flip_exec(bContext *UNUSED(C), wmOperator *UNUSED(op)) { #if 0 Object *obedit= CTX_data_edit_object(C); @@ -4040,7 +4042,8 @@ void MESH_OT_edge_flip(wmOperatorType *ot) ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO; } -static int split_mesh(bContext *C, wmOperator *op) +//BMESH_TODO +static int split_mesh(bContext *UNUSED(C), wmOperator *UNUSED(op)) { #if 0 Object *obedit= CTX_data_edit_object(C); @@ -4079,7 +4082,7 @@ void MESH_OT_split(wmOperatorType *ot) } -static int spin_mesh(bContext *C, wmOperator *op, float *dvec, int steps, float degr, int dupli ) +static int spin_mesh(bContext *UNUSED(C), wmOperator *UNUSED(op), float *UNUSED(dvec), int UNUSED(steps), float UNUSED(degr), int UNUSED(dupli) ) { #if 0 Object *obedit= CTX_data_edit_object(C); @@ -4164,7 +4167,7 @@ static int spin_mesh(bContext *C, wmOperator *op, float *dvec, int steps, float return OPERATOR_CANCELLED; } -static int spin_mesh_exec(bContext *C, wmOperator *op) +static int spin_mesh_exec(bContext *UNUSED(C), wmOperator *UNUSED(op)) { #if 0 Object *obedit= CTX_data_edit_object(C); @@ -4183,7 +4186,7 @@ static int spin_mesh_exec(bContext *C, wmOperator *op) } /* get center and axis, in global coords */ -static int spin_mesh_invoke(bContext *C, wmOperator *op, wmEvent *event) +static int spin_mesh_invoke(bContext *C, wmOperator *op, wmEvent *UNUSED(event)) { #if 0 Scene *scene = CTX_data_scene(C); @@ -4221,7 +4224,7 @@ void MESH_OT_spin(wmOperatorType *ot) } -static int screw_mesh_exec(bContext *C, wmOperator *op) +static int screw_mesh_exec(bContext *UNUSED(C), wmOperator *UNUSED(op)) { #if 0 Object *obedit= CTX_data_edit_object(C); @@ -4295,7 +4298,7 @@ static int screw_mesh_exec(bContext *C, wmOperator *op) } /* get center and axis, in global coords */ -static int screw_mesh_invoke(bContext *C, wmOperator *op, wmEvent *event) +static int screw_mesh_invoke(bContext *C, wmOperator *op, wmEvent *UNUSED(event)) { #if 0 Scene *scene = CTX_data_scene(C); @@ -4330,7 +4333,7 @@ void MESH_OT_screw(wmOperatorType *ot) RNA_def_float_vector(ot->srna, "axis", 3, NULL, -1.0f, 1.0f, "Axis", "Axis in global view space", -FLT_MAX, FLT_MAX); } -int select_by_number_vertices_exec(bContext *C, wmOperator *op) +int select_by_number_vertices_exec(bContext *UNUSED(C), wmOperator *UNUSED(op)) { #if 0 Object *obedit= CTX_data_edit_object(C); @@ -4490,7 +4493,7 @@ static void xsortvert_flag__doSetX(void *userData, EditVert *UNUSED(eve), int x, } /* all verts with (flag & 'flag') are sorted */ -static void xsortvert_flag(bContext *C, int flag) +static void xsortvert_flag(bContext *UNUSED(C), int UNUSED(flag)) { #if 0 //hrm, geometry isn't in linked lists anymore. . . ViewContext vc; @@ -4814,7 +4817,7 @@ static int mesh_export_obj_exec(bContext *C, wmOperator *op) MPoly *mpoly, *mp; MTexPoly *mtexpoly; MLoopUV *luv, *mloopuv; - MLoopCol *lcol, *mloopcol; + MLoopCol *mloopcol; FILE *file, *matfile; int *face_mat_group; struct {Material *mat; MTexPoly poly; int end;} **matlists; diff --git a/source/blender/editors/mesh/bmeshutils.c b/source/blender/editors/mesh/bmeshutils.c index 853903f9a44..06ebf1e9df0 100644 --- a/source/blender/editors/mesh/bmeshutils.c +++ b/source/blender/editors/mesh/bmeshutils.c @@ -146,7 +146,7 @@ int EDBM_InitOpf(BMEditMesh *em, BMOperator *bmop, wmOperator *op, const char *f /*returns 0 on error, 1 on success. executes and finishes a bmesh operator*/ int EDBM_FinishOp(BMEditMesh *em, BMOperator *bmop, wmOperator *op, int report) { - char *errmsg; + const char *errmsg; BMO_Finish_Op(em->bm, bmop); @@ -262,10 +262,9 @@ void EDBM_selectmode_to_scene(Scene *scene, Object *obedit) scene->toolsettings->selectmode = em->selectmode; } -void EDBM_MakeEditBMesh(ToolSettings *ts, Scene *scene, Object *ob) +void EDBM_MakeEditBMesh(ToolSettings *ts, Scene *UNUSED(scene), Object *ob) { Mesh *me = ob->data; - EditMesh *em; BMesh *bm; if (!me->mpoly && me->totface) { @@ -418,7 +417,7 @@ void EDBM_select_flush(BMEditMesh *em, int selectmode) } /*BMESH_TODO*/ -void EDBM_deselect_flush(BMEditMesh *em) +void EDBM_deselect_flush(BMEditMesh *UNUSED(em)) { } @@ -588,7 +587,7 @@ static void *editbtMesh_to_undoMesh(void *emv, void *obdata) return me; } -static void undoMesh_to_editbtMesh(void *umv, void *emv, void *obdata) +static void undoMesh_to_editbtMesh(void *umv, void *emv, void *UNUSED(obdata)) { BMEditMesh *em = emv, *em2; Object *ob; @@ -823,8 +822,8 @@ void EDBM_CacheMirrorVerts(BMEditMesh *em) em->mirr_free_arrays = 1; } - if (!CustomData_get_layer_named(&em->bm->vdata, CD_PROP_INT, "__mirror_index")) { - BM_add_data_layer_named(em->bm, &em->bm->vdata, CD_PROP_INT, "__mirror_index"); + if (!CustomData_get_layer_named(&em->bm->vdata, CD_PROP_INT, (char*)"__mirror_index")) { + BM_add_data_layer_named(em->bm, &em->bm->vdata, CD_PROP_INT, (char*)"__mirror_index"); } li = CustomData_get_named_layer_index(&em->bm->vdata, CD_PROP_INT, "__mirror_index"); diff --git a/source/blender/editors/mesh/editbmesh_add.c b/source/blender/editors/mesh/editbmesh_add.c index 7d44fd17c3a..dfb242d7144 100644 --- a/source/blender/editors/mesh/editbmesh_add.c +++ b/source/blender/editors/mesh/editbmesh_add.c @@ -300,7 +300,7 @@ void MESH_OT_primitive_circle_add(wmOperatorType *ot) /* props */ RNA_def_int(ot->srna, "vertices", 32, INT_MIN, INT_MAX, "Vertices", "", 3, 500); RNA_def_float(ot->srna, "radius", 1.0f, 0.0, FLT_MAX, "Radius", "", 0.001, 100.00); - RNA_def_enum(ot->srna, "fill_type", &fill_type_items, 0, "Fill Type", ""); + RNA_def_enum(ot->srna, "fill_type", fill_type_items, 0, "Fill Type", ""); ED_object_add_generic_props(ot, TRUE); } @@ -355,7 +355,7 @@ void MESH_OT_primitive_cylinder_add(wmOperatorType *ot) RNA_def_int(ot->srna, "vertices", 32, INT_MIN, INT_MAX, "Vertices", "", 2, 500); RNA_def_float(ot->srna, "radius", 1.0f, 0.0, FLT_MAX, "Radius", "", 0.001, 100.00); RNA_def_float(ot->srna, "depth", 1.0f, 0.0, FLT_MAX, "Depth", "", 0.001, 100.00); - RNA_def_enum(ot->srna, "end_fill_type", &fill_type_items, 1, "Cap Fill Type", ""); + RNA_def_enum(ot->srna, "end_fill_type", fill_type_items, 1, "Cap Fill Type", ""); ED_object_add_generic_props(ot, TRUE); } @@ -411,7 +411,7 @@ void MESH_OT_primitive_cone_add(wmOperatorType *ot) RNA_def_float(ot->srna, "radius1", 1.0f, 0.0, FLT_MAX, "Radius 1", "", 0.001, 100.00); RNA_def_float(ot->srna, "radius2", 0.0f, 0.0, FLT_MAX, "Radius 2", "", 0.001, 100.00); RNA_def_float(ot->srna, "depth", 1.0f, 0.0, FLT_MAX, "Depth", "", 0.001, 100.00); - RNA_def_enum(ot->srna, "end_fill_type", &fill_type_items, 1, "Base Fill Type", ""); + RNA_def_enum(ot->srna, "end_fill_type", fill_type_items, 1, "Base Fill Type", ""); ED_object_add_generic_props(ot, TRUE); } diff --git a/source/blender/editors/mesh/editbmesh_bvh.c b/source/blender/editors/mesh/editbmesh_bvh.c index ada81617084..d7ab294d877 100644 --- a/source/blender/editors/mesh/editbmesh_bvh.c +++ b/source/blender/editors/mesh/editbmesh_bvh.c @@ -663,7 +663,6 @@ void scale_point(float *c1, float *p, float s) int BMBVH_EdgeVisible(BMBVHTree *tree, BMEdge *e, ARegion *ar, View3D *v3d, Object *obedit) { BMFace *f; - RegionView3D *rv3d = ar->regiondata; float co1[3], co2[3], co3[3], dir1[4], dir2[4], dir3[4]; float origin[3], invmat[4][4]; float epsilon = 0.01f; diff --git a/source/blender/editors/mesh/mesh_data.c b/source/blender/editors/mesh/mesh_data.c index 640fcd55d3a..96512600dda 100644 --- a/source/blender/editors/mesh/mesh_data.c +++ b/source/blender/editors/mesh/mesh_data.c @@ -249,7 +249,7 @@ int ED_mesh_uv_texture_remove(bContext *C, Object *ob, Mesh *me) return 1; } -int ED_mesh_color_add(bContext *C, Scene *scene, Object *ob, Mesh *me, const char *name, int active_set) +int ED_mesh_color_add(bContext *C, Scene *UNUSED(scene), Object *UNUSED(ob), Mesh *me, const char *name, int active_set) { BMEditMesh *em; MLoopCol *mcol; diff --git a/source/blender/editors/metaball/mball_edit.c b/source/blender/editors/metaball/mball_edit.c index c766f05cac9..e8b4f0a1bdc 100644 --- a/source/blender/editors/metaball/mball_edit.c +++ b/source/blender/editors/metaball/mball_edit.c @@ -556,7 +556,7 @@ static void freeMetaElemlist(ListBase *lb) } -static void undoMball_to_editMball(void *lbu, void *lbe, void *obdata) +static void undoMball_to_editMball(void *lbu, void *lbe, void *obe) { ListBase *lb= lbu; ListBase *editelems= lbe; @@ -574,7 +574,7 @@ static void undoMball_to_editMball(void *lbu, void *lbe, void *obdata) } -static void *editMball_to_undoMball(void *lbe, void *obdata) +static void *editMball_to_undoMball(void *lbe, void *obe) { ListBase *editelems= lbe; ListBase *lb; diff --git a/source/blender/editors/screen/screen_edit.c b/source/blender/editors/screen/screen_edit.c index 2467140bde4..39da86b1962 100644 --- a/source/blender/editors/screen/screen_edit.c +++ b/source/blender/editors/screen/screen_edit.c @@ -1455,8 +1455,8 @@ void ED_screen_set_scene(bContext *C, Scene *scene) if(rv3d->persp==RV3D_CAMOB) rv3d->persp= RV3D_PERSP; - } - } + } + } } } } diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c index 98bf1e9877f..e68e1657096 100644 --- a/source/blender/editors/space_view3d/drawarmature.c +++ b/source/blender/editors/space_view3d/drawarmature.c @@ -1319,36 +1319,36 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp) switch (con->type) { case CONSTRAINT_TYPE_KINEMATIC: { - bKinematicConstraint *data = (bKinematicConstraint*)con->data; - int segcount= 0; - - /* if only_temp, only draw if it is a temporary ik-chain */ - if ((only_temp) && !(data->flag & CONSTRAINT_IK_TEMP)) - continue; - - setlinestyle(3); - glBegin(GL_LINES); - - /* exclude tip from chain? */ - if ((data->flag & CONSTRAINT_IK_TIP)==0) - parchan= pchan->parent; - else - parchan= pchan; - - glVertex3fv(parchan->pose_tail); - - /* Find the chain's root */ - while (parchan->parent) { - segcount++; - if(segcount==data->rootbone || segcount>255) break; // 255 is weak - parchan= parchan->parent; + bKinematicConstraint *data = (bKinematicConstraint*)con->data; + int segcount= 0; + + /* if only_temp, only draw if it is a temporary ik-chain */ + if ((only_temp) && !(data->flag & CONSTRAINT_IK_TEMP)) + continue; + + setlinestyle(3); + glBegin(GL_LINES); + + /* exclude tip from chain? */ + if ((data->flag & CONSTRAINT_IK_TIP)==0) + parchan= pchan->parent; + else + parchan= pchan; + + glVertex3fv(parchan->pose_tail); + + /* Find the chain's root */ + while (parchan->parent) { + segcount++; + if(segcount==data->rootbone || segcount>255) break; // 255 is weak + parchan= parchan->parent; + } + if (parchan) + glVertex3fv(parchan->pose_head); + + glEnd(); + setlinestyle(0); } - if (parchan) - glVertex3fv(parchan->pose_head); - - glEnd(); - setlinestyle(0); - } break; case CONSTRAINT_TYPE_SPLINEIK: { @@ -1367,7 +1367,7 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp) // FIXME: revise the breaking conditions if(segcount==data->chainlen || segcount>255) break; // 255 is weak parchan= parchan->parent; - } + } if (parchan) // XXX revise the breaking conditions to only stop at the tail? glVertex3fv(parchan->pose_head); @@ -1826,9 +1826,9 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, glLoadName(index & 0xFFFF); pchan_draw_IK_root_lines(pchan, !(do_dashed & 2)); - } + } } - } + } } glPushMatrix(); diff --git a/source/blender/makesdna/DNA_modifier_types.h b/source/blender/makesdna/DNA_modifier_types.h index d0661cea8bc..62f14d4b8fe 100644 --- a/source/blender/makesdna/DNA_modifier_types.h +++ b/source/blender/makesdna/DNA_modifier_types.h @@ -311,7 +311,6 @@ enum { MOD_DISP_DIR_Z, MOD_DISP_DIR_NOR, MOD_DISP_DIR_RGB_XYZ, - MOD_DISP_TANGENT, }; /* DisplaceModifierData->texmapping */ diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h index fb04e001cad..bca9800d5ad 100644 --- a/source/blender/makesdna/DNA_object_types.h +++ b/source/blender/makesdna/DNA_object_types.h @@ -131,7 +131,7 @@ typedef struct Object { /* materials */ struct Material **mat; /* material slots */ - char *matbits; /* a bitfield, with each bit 1 if corrusponding material linked to object */ + char *matbits; /* a boolean field, with each byte 1 if corrusponding material is linked to object */ int totcol; /* copy of mesh or curve or meta */ int actcol; /* currently selected material in the UI */ diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt index a60bb61d6b1..06770803db5 100644 --- a/source/blender/makesrna/rna_cleanup/rna_properties.txt +++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt @@ -1,4609 +1,2 @@ -<<<<<<< .working - NOTE * CLASS.FROM -> TO: TYPE "DESCRIPTION" -#+ * ActionGroup.channels -> channels: collection, "(read-only) F-Curves in this group" -#+ * ActionGroup.custom_color -> custom_color: int "Index of custom color set" -#+ * ActionGroup.lock -> lock: boolean "Action Group is locked" -#+ * ActionGroup.name -> name: string "NO DESCRIPTION" -#+ * ActionGroup.select -> select: boolean "Action Group is selected" -#ActionGroup.show_expanded -> show_expanded: boolean "Action Group is expanded" -#+ * Actuator.name -> name: string "NO DESCRIPTION" -#Actuator.pin -> pin: boolean "Display when not linked to a visible states controller" -#Actuator.show_expanded -> show_expanded: boolean "Set actuator expanded in the user interface" -#+ * Actuator.type -> type: enum "NO DESCRIPTION" -#+ * Actuator|ActionActuator.action -> action: pointer "NO DESCRIPTION" -#Actuator|ActionActuator.frame_blend_in -> frame_blend_in: int "Number of frames of motion blending" -#+ * Actuator|ActionActuator.frame_end -> frame_end: int "NO DESCRIPTION" -#+ * Actuator|ActionActuator.frame_property -> frame_property: string "Assign the actions current frame number to this property" -#+ * Actuator|ActionActuator.frame_start -> frame_start: int "NO DESCRIPTION" -#Actuator|ActionActuator.play_mode -> play_mode: enum "Action playback type" -#+ * Actuator|ActionActuator.priority -> priority: int "Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack" -#+ * Actuator|ActionActuator.property -> property: string "Use this property to define the Action position" -#Actuator|ActionActuator.use_continue_last_frame -> use_continue_last_frame: boolean "Restore last frame when switching on/off, otherwise play from the start each time" -#+ * Actuator|ArmatureActuator.bone -> bone: string "Bone on which the constraint is defined" -#+ * Actuator|ArmatureActuator.constraint -> constraint: string "Name of the constraint you want to control" -#+ * Actuator|ArmatureActuator.mode -> mode: enum "NO DESCRIPTION" -#+ * Actuator|ArmatureActuator.secondary_target -> secondary_target: pointer "Set weight of this constraint" -#+ * Actuator|ArmatureActuator.target -> target: pointer "Set this object as the target of the constraint" -#+ * Actuator|ArmatureActuator.weight -> weight: float "Set weight of this constraint" -#+ * Actuator|CameraActuator.axis -> axis: enum "Specify the axis the Camera will try to get behind" -#+ * Actuator|CameraActuator.height -> height: float "NO DESCRIPTION" -#+ * Actuator|CameraActuator.max -> max: float "NO DESCRIPTION" -#+ * Actuator|CameraActuator.min -> min: float "NO DESCRIPTION" -#+ * Actuator|CameraActuator.object -> object: pointer "Look at this Object" -#Actuator|ConstraintActuator.angle_max -> angle_max: float "Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max" -#Actuator|ConstraintActuator.angle_min -> angle_min: float "Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max" -#+ * Actuator|ConstraintActuator.damping -> damping: int "Damping factor: time constant (in frame) of low pass filter" -#+ * Actuator|ConstraintActuator.damping_rotation -> damping_rotation: int "Use a different damping for orientation" -#+ * Actuator|ConstraintActuator.direction -> direction: enum "Set the direction of the ray" -#+ * Actuator|ConstraintActuator.direction_axis -> direction_axis: enum "Select the axis to be aligned along the reference direction" -#+ * Actuator|ConstraintActuator.distance -> distance: float "Set the maximum length of ray" -#+ * Actuator|ConstraintActuator.fh_damping -> fh_damping: float "Damping factor of the Fh spring force" -#+ * Actuator|ConstraintActuator.fh_height -> fh_height: float "Height of the Fh area" -#+ * Actuator|ConstraintActuator.limit -> limit: enum "NO DESCRIPTION" -#+ * Actuator|ConstraintActuator.limit_max -> limit_max: float "NO DESCRIPTION" -#+ * Actuator|ConstraintActuator.limit_min -> limit_min: float "NO DESCRIPTION" -#+ * Actuator|ConstraintActuator.material -> material: string "Ray detects only Objects with this material" -#+ * Actuator|ConstraintActuator.mode -> mode: enum "The type of the constraint" -#+ * Actuator|ConstraintActuator.property -> property: string "Ray detect only Objects with this property" -#+ * Actuator|ConstraintActuator.range -> range: float "Set the maximum length of ray" -#Actuator|ConstraintActuator.rotation_max -> rotation_max: float[3] "Reference Direction" -#+ * Actuator|ConstraintActuator.spring -> spring: float "Spring force within the Fh area" -#+ * Actuator|ConstraintActuator.time -> time: int "Maximum activation time in frame, 0 for unlimited" -#Actuator|ConstraintActuator.use_fh_normal -> use_fh_normal: boolean "Add a horizontal spring force on slopes" -#Actuator|ConstraintActuator.use_fh_paralel_axis -> use_fh_paralel_axis: boolean "Keep object axis parallel to normal" -#Actuator|ConstraintActuator.use_force_distance -> use_force_distance: boolean "Force distance of object to point of impact of ray" -#Actuator|ConstraintActuator.use_local -> use_local: boolean "Set ray along objects axis or global axis" -#Actuator|ConstraintActuator.use_material_detect -> use_material_detect: boolean "Detect material instead of property" -#Actuator|ConstraintActuator.use_normal -> use_normal: boolean "Set object axis along (local axis) or parallel (global axis) to the normal at hit position" -#Actuator|ConstraintActuator.use_persistent -> use_persistent: boolean "Persistent actuator: stays active even if ray does not reach target" -#+ * Actuator|EditObjectActuator.angular_velocity -> angular_velocity: float[3] "Angular velocity upon creation" -#+ * Actuator|EditObjectActuator.dynamic_operation -> dynamic_operation: enum "NO DESCRIPTION" -#+ * Actuator|EditObjectActuator.linear_velocity -> linear_velocity: float[3] "Velocity upon creation" -#+ * Actuator|EditObjectActuator.mass -> mass: float "The mass of the object" -#+ * Actuator|EditObjectActuator.mesh -> mesh: pointer "Replace the existing, when left blank Phys will remake the existing physics mesh" -#+ * Actuator|EditObjectActuator.mode -> mode: enum "The mode of the actuator" -#+ * Actuator|EditObjectActuator.object -> object: pointer "Add this Object and all its children (cant be on an visible layer)" -#+ * Actuator|EditObjectActuator.time -> time: int "Duration the new Object lives or the track takes" -#+ * Actuator|EditObjectActuator.track_object -> track_object: pointer "Track to this Object" -#Actuator|EditObjectActuator.use_3d_tracking -> use_3d_tracking: boolean "Enable 3D tracking" -#Actuator|EditObjectActuator.use_local_angular_velocity -> use_local_angular_velocity: boolean "Apply the rotation locally" -#Actuator|EditObjectActuator.use_local_linear_velocity -> use_local_linear_velocity: boolean "Apply the transformation locally" -#Actuator|EditObjectActuator.use_replace_display_mesh -> use_replace_display_mesh: boolean "Replace the display mesh" -#Actuator|EditObjectActuator.use_replace_physics_mesh -> use_replace_physics_mesh: boolean "Replace the physics mesh (triangle bounds only - compound shapes not supported)" -#Actuator|FCurveActuator.apply_to_children -> apply_to_children: boolean "Update F-Curve on all children Objects as well" -#Actuator|FCurveActuator.frame_end -> frame_end: int "NO DESCRIPTION" -#Actuator|FCurveActuator.frame_property -> frame_property: string "Assign the actions current frame number to this property" -#Actuator|FCurveActuator.frame_start -> frame_start: int "NO DESCRIPTION" -#Actuator|FCurveActuator.play_type -> play_type: enum "Specify the way you want to play the animation" -#Actuator|FCurveActuator.property -> property: string "Use this property to define the F-Curve position" -#Actuator|FCurveActuator.use_additive -> use_additive: boolean "F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag" -#Actuator|FCurveActuator.use_force -> use_force: boolean "Apply F-Curve as a global or local force depending on the local option (dynamic objects only)" -#Actuator|FCurveActuator.use_local -> use_local: boolean "Let the F-Curve act in local coordinates, used in Force and Add mode" -#+ * Actuator|Filter2DActuator.filter_pass -> filter_pass: int "Set filter order" -#+ * Actuator|Filter2DActuator.glsl_shader -> glsl_shader: pointer "NO DESCRIPTION" -#+ * Actuator|Filter2DActuator.mode -> mode: enum "NO DESCRIPTION" -#+ * Actuator|Filter2DActuator.motion_blur_factor -> motion_blur_factor: float "Set motion blur factor" -#Actuator|Filter2DActuator.use_motion_blur -> use_motion_blur: boolean "Enable/Disable Motion Blur" -#+ * Actuator|GameActuator.filename -> filename: string "Load this blend file, use the // prefix for a path relative to the current blend file" -#+ * Actuator|GameActuator.mode -> mode: enum "NO DESCRIPTION" -#+ * Actuator|MessageActuator.body_message -> body_message: string "Optional message body Text" -#+ * Actuator|MessageActuator.body_property -> body_property: string "The message body will be set by the Property Value" -#+ * Actuator|MessageActuator.body_type -> body_type: enum "Toggle message type: either Text or a PropertyName" -#+ * Actuator|MessageActuator.subject -> subject: string "Optional message subject. This is what can be filtered on" -#+ * Actuator|MessageActuator.to_property -> to_property: string "Optional send message to objects with this name only, or empty to broadcast" -#+ * Actuator|ObjectActuator.angular_velocity -> angular_velocity: float[3] "Sets the angular velocity" -#+ * Actuator|ObjectActuator.damping -> damping: int "Number of frames to reach the target velocity" -#+ * Actuator|ObjectActuator.derivate_coefficient -> derivate_coefficient: float "Not required, high values can cause instability" -#+ * Actuator|ObjectActuator.force -> force: float[3] "Sets the force" -#+ * Actuator|ObjectActuator.force_max_x -> force_max_x: float "Set the upper limit for force" -#+ * Actuator|ObjectActuator.force_max_y -> force_max_y: float "Set the upper limit for force" -#+ * Actuator|ObjectActuator.force_max_z -> force_max_z: float "Set the upper limit for force" -#+ * Actuator|ObjectActuator.force_min_x -> force_min_x: float "Set the lower limit for force" -#+ * Actuator|ObjectActuator.force_min_y -> force_min_y: float "Set the lower limit for force" -#+ * Actuator|ObjectActuator.force_min_z -> force_min_z: float "Set the lower limit for force" -#+ * Actuator|ObjectActuator.integral_coefficient -> integral_coefficient: float "Low value (0.01) for slow response, high value (0.5) for fast response" -#+ * Actuator|ObjectActuator.linear_velocity -> linear_velocity: float[3] "Sets the linear velocity (in Servo mode it sets the target relative linear velocity, it will be achieved by automatic application of force. Null velocity is a valid target)" -#+ * Actuator|ObjectActuator.mode -> mode: enum "Specify the motion system" -#Actuator|ObjectActuator.offset_location -> offset_location: float[3] "Sets the location" -#Actuator|ObjectActuator.offset_rotation -> offset_rotation: float[3] "Sets the rotation" -#+ * Actuator|ObjectActuator.proportional_coefficient -> proportional_coefficient: float "Typical value is 60x integral coefficient" -#+ * Actuator|ObjectActuator.reference_object -> reference_object: pointer "Reference object for velocity calculation, leave empty for world reference" -#+ * Actuator|ObjectActuator.torque -> torque: float[3] "Sets the torque" -#Actuator|ObjectActuator.use_add_linear_velocity -> use_add_linear_velocity: boolean "Toggles between ADD and SET linV" -#Actuator|ObjectActuator.use_local_angular_velocity -> use_local_angular_velocity: boolean "Angular velocity is defined in local coordinates" -#Actuator|ObjectActuator.use_local_force -> use_local_force: boolean "Force is defined in local coordinates" -#Actuator|ObjectActuator.use_local_linear_velocity -> use_local_linear_velocity: boolean "Velocity is defined in local coordinates" -#Actuator|ObjectActuator.use_local_location -> use_local_location: boolean "Location is defined in local coordinates" -#Actuator|ObjectActuator.use_local_rotation -> use_local_rotation: boolean "Rotation is defined in local coordinates" -#Actuator|ObjectActuator.use_local_torque -> use_local_torque: boolean "Torque is defined in local coordinates" -#Actuator|ObjectActuator.use_servo_limit_x -> use_servo_limit_x: boolean "Set limit to force along the X axis" -#Actuator|ObjectActuator.use_servo_limit_y -> use_servo_limit_y: boolean "Set limit to force along the Y axis" -#Actuator|ObjectActuator.use_servo_limit_z -> use_servo_limit_z: boolean "Set limit to force along the Z axis" -#+ * Actuator|ParentActuator.mode -> mode: enum "NO DESCRIPTION" -#+ * Actuator|ParentActuator.object -> object: pointer "Set this object as parent" -#Actuator|ParentActuator.use_compound -> use_compound: boolean "Add this object shape to the parent shape (only if the parent shape is already compound)" -#Actuator|ParentActuator.use_ghost -> use_ghost: boolean "Make this object ghost while parented (only if not compound)" -#+ * Actuator|PropertyActuator.mode -> mode: enum "NO DESCRIPTION" -#+ * Actuator|PropertyActuator.object -> object: pointer "Copy from this Object" -#+ * Actuator|PropertyActuator.object_property -> object_property: string "Copy this property" -#+ * Actuator|PropertyActuator.property -> property: string "The name of the property" -#+ * Actuator|PropertyActuator.value -> value: string "The value to use, use around strings" -#+ * Actuator|RandomActuator.chance -> chance: float "Pick a number between 0 and 1. Success if you stay below this value" -#+ * Actuator|RandomActuator.distribution -> distribution: enum "Choose the type of distribution" -#+ * Actuator|RandomActuator.float_max -> float_max: float "Choose a number from a range. Upper boundary of the range" -#+ * Actuator|RandomActuator.float_mean -> float_mean: float "A normal distribution. Mean of the distribution" -#+ * Actuator|RandomActuator.float_min -> float_min: float "Choose a number from a range. Lower boundary of the range" -#+ * Actuator|RandomActuator.float_value -> float_value: float "Always return this number" -#+ * Actuator|RandomActuator.half_life_time -> half_life_time: float "Negative exponential dropoff" -#+ * Actuator|RandomActuator.int_max -> int_max: int "Choose a number from a range. Upper boundary of the range" -#+ * Actuator|RandomActuator.int_mean -> int_mean: float "Expected mean value of the distribution" -#+ * Actuator|RandomActuator.int_min -> int_min: int "Choose a number from a range. Lower boundary of the range" -#+ * Actuator|RandomActuator.int_value -> int_value: int "Always return this number" -#+ * Actuator|RandomActuator.property -> property: string "Assign the random value to this property" -#+ * Actuator|RandomActuator.seed -> seed: int "Initial seed of the random generator. Use Python for more freedom (choose 0 for not random)" -#+ * Actuator|RandomActuator.standard_derivation -> standard_derivation: float "A normal distribution. Standard deviation of the distribution" -#Actuator|RandomActuator.use_always_true -> use_always_true: boolean "Always false or always true" -#+ * Actuator|SceneActuator.camera -> camera: pointer "Set this Camera. Leave empty to refer to self object" -#+ * Actuator|SceneActuator.mode -> mode: enum "NO DESCRIPTION" -#+ * Actuator|SceneActuator.scene -> scene: pointer "Set the Scene to be added/removed/paused/resumed" -#+ * Actuator|ShapeActionActuator.action -> action: pointer "NO DESCRIPTION" -#Actuator|ShapeActionActuator.frame_blend_in -> frame_blend_in: int "Number of frames of motion blending" -#+ * Actuator|ShapeActionActuator.frame_end -> frame_end: int "NO DESCRIPTION" -#+ * Actuator|ShapeActionActuator.frame_property -> frame_property: string "Assign the actions current frame number to this property" -#+ * Actuator|ShapeActionActuator.frame_start -> frame_start: int "NO DESCRIPTION" -#+ * Actuator|ShapeActionActuator.mode -> mode: enum "Action playback type" -#+ * Actuator|ShapeActionActuator.priority -> priority: int "Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack" -#+ * Actuator|ShapeActionActuator.property -> property: string "Use this property to define the Action position" -#Actuator|ShapeActionActuator.use_continue_last_frame -> use_continue_last_frame: boolean "Restore last frame when switching on/off, otherwise play from the start each time" -#+ * Actuator|SoundActuator.cone_inner_angle_3d -> cone_inner_angle_3d: float "The angle of the inner cone" -#+ * Actuator|SoundActuator.cone_outer_angle_3d -> cone_outer_angle_3d: float "The angle of the outer cone" -#+ * Actuator|SoundActuator.cone_outer_gain_3d -> cone_outer_gain_3d: float "The gain outside the outer cone. The gain in the outer cone will be interpolated between this value and the normal gain in the inner cone" -#Actuator|SoundActuator.distance_3d_max -> distance_3d_max: float "The maximum distance at which you can hear the sound" -#Actuator|SoundActuator.distance_3d_reference -> distance_3d_reference: float "The distance where the sound has a gain of 1.0" -#Actuator|SoundActuator.gain_3d_max -> gain_3d_max: float "The maximum gain of the sound, no matter how near it is" -#Actuator|SoundActuator.gain_3d_min -> gain_3d_min: float "The minimum gain of the sound, no matter how far it is away" -#+ * Actuator|SoundActuator.mode -> mode: enum "NO DESCRIPTION" -#+ * Actuator|SoundActuator.pitch -> pitch: float "Sets the pitch of the sound" -#+ * Actuator|SoundActuator.rolloff_factor_3d -> rolloff_factor_3d: float "The influence factor on volume depending on distance" -#+ * Actuator|SoundActuator.sound -> sound: pointer "NO DESCRIPTION" -#Actuator|SoundActuator.use_sound_3d -> use_sound_3d: boolean "Enable/Disable 3D Sound" -#+ * Actuator|SoundActuator.volume -> volume: float "Sets the initial volume of the sound" -#+ * Actuator|StateActuator.operation -> operation: enum "Select the bit operation on object state mask" -#Actuator|StateActuator.states -> states: boolean[30] "NO DESCRIPTION" -#Actuator|VisibilityActuator.apply_to_children -> apply_to_children: boolean "Set all the children of this object to the same visibility/occlusion recursively" -#Actuator|VisibilityActuator.use_occlusion -> use_occlusion: boolean "Set the object to occlude objects behind it. Initialized from the object type in physics button" -#Actuator|VisibilityActuator.use_visible -> use_visible: boolean "Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)" -#+ * Addon.module -> module: string "Module name" -#+ * AnimData.action -> action: pointer "Active Action for this datablock" -#AnimData.action_blend_type -> action_blend_type: enum "Method used for combining Active Actions result with result of NLA stack" -#+ * AnimData.action_extrapolation -> action_extrapolation: enum "Action to take for gaps past the Active Actions range (when evaluating with NLA)" -#+ * AnimData.action_influence -> action_influence: float "Amount the Active Action contributes to the result of the NLA stack" -#+ * AnimData.drivers -> drivers: collection, "(read-only) The Drivers/Expressions for this datablock" -#+ * AnimData.nla_tracks -> nla_tracks: collection, "(read-only) NLA Tracks (i.e. Animation Layers)" -#AnimData.use_nla -> use_nla: boolean "NLA stack is evaluated when evaluating this block" -#AnimViz.motion_path -> motion_path: pointer, "(read-only) Motion Path settings for visualisation" -#AnimViz.onion_skin_frames -> onion_skin_frames: pointer, "(read-only) Onion Skinning (ghosting) settings for visualisation" -#+ * AnimVizMotionPaths.bake_location -> bake_location: enum "When calculating Bone Paths, use Head or Tips" -#AnimVizMotionPaths.frame_after -> frame_after: int "Number of frames to show after the current frame (only for Around Current Frame Onion-skinning method)" -#AnimVizMotionPaths.frame_before -> frame_before: int "Number of frames to show before the current frame (only for Around Current Frame Onion-skinning method)" -#+ * AnimVizMotionPaths.frame_end -> frame_end: int "End frame of range of paths to display/calculate (not for Around Current Frame Onion-skinning method)" -#+ * AnimVizMotionPaths.frame_start -> frame_start: int "Starting frame of range of paths to display/calculate (not for Around Current Frame Onion-skinning method)" -#+ * AnimVizMotionPaths.frame_step -> frame_step: int "Number of frames between paths shown (not for On Keyframes Onion-skinning method)" -#+ * AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean "Show frame numbers on Motion Paths" -#AnimVizMotionPaths.show_keyframe_action_all -> 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_keyframe_highlight -> show_keyframe_highlight: boolean "Emphasize position of keyframes on Motion Paths" -#+ * AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean "Show frame numbers of Keyframes on Motion Paths" -#+ * AnimVizMotionPaths.type -> type: enum "Type of range to show for Motion Paths" -#AnimVizOnionSkinning.frame_after -> frame_after: int "Number of frames to show after the current frame (only for Around Current Frame Onion-skinning method)" -#AnimVizOnionSkinning.frame_before -> frame_before: int "Number of frames to show before the current frame (only for Around Current Frame Onion-skinning method)" -#+ * AnimVizOnionSkinning.frame_end -> frame_end: int "End frame of range of Ghosts to display (not for Around Current Frame Onion-skinning method)" -#+ * AnimVizOnionSkinning.frame_start -> frame_start: int "Starting frame of range of Ghosts to display (not for Around Current Frame Onion-skinning method)" -#+ * AnimVizOnionSkinning.frame_step -> frame_step: int "Number of frames between ghosts shown (not for On Keyframes Onion-skinning method)" -#AnimVizOnionSkinning.show_only_selected -> show_only_selected: boolean "For Pose-Mode drawing, only draw ghosts for selected bones" -#+ * AnimVizOnionSkinning.type -> type: enum "Method used for determining what ghosts get drawn" -#MAKE PROPERTY OF A COLLECTION * Area.active_space -> active_space: pointer, "(read-only) Space currently being displayed in this area" -#+ * Area.regions -> regions: collection, "(read-only) Regions this area is subdivided in" -#+ * Area.show_menus -> show_menus: boolean "Show menus in the header" -#+ * Area.spaces -> spaces: collection, "(read-only) Spaces contained in this area, the first space is active" -#+ * Area.type -> type: enum "Space type" -#+ * ArmatureBones.active -> active: pointer "Armatures active bone" -#+ * ArmatureEditBones.active -> active: pointer "Armatures active edit bone" -#+ * BackgroundImage.image -> image: pointer "Image displayed and edited in this space" -#+ * BackgroundImage.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed" -#+ * BackgroundImage.offset_x -> offset_x: float "Offsets image horizontally from the world origin" -#+ * BackgroundImage.offset_y -> offset_y: float "Offsets image vertically from the world origin" -#+ * BackgroundImage.show_expanded -> show_expanded: boolean "Show the expanded in the user interface" -#+ * BackgroundImage.size -> size: float "Scaling factor for the background image" -#+ * BackgroundImage.transparency -> transparency: float "Amount to blend the image against the background color" -#+ * BackgroundImage.view_axis -> view_axis: enum "The axis to display the image on" -#+ * BezierSplinePoint.co -> co: float[3] "Coordinates of the control point" -#BezierSplinePoint.handle_left -> handle_left: float[3] "Coordinates of the first handle" -#BezierSplinePoint.handle_left_type -> handle_left_type: enum "Handle types" -#BezierSplinePoint.handle_right -> handle_right: float[3] "Coordinates of the second handle" -#BezierSplinePoint.handle_right_type -> handle_right_type: enum "Handle types" -#+ * BezierSplinePoint.hide -> hide: boolean "Visibility status" -#+ * BezierSplinePoint.radius -> radius: float, "(read-only) Radius for bevelling" -#+ * BezierSplinePoint.select_control_point -> select_control_point: boolean "Control point selection status" -#+ * BezierSplinePoint.select_left_handle -> select_left_handle: boolean "Handle 1 selection status" -#+ * BezierSplinePoint.select_right_handle -> select_right_handle: boolean "Handle 2 selection status" -#+ * BezierSplinePoint.tilt -> tilt: float "Tilt in 3D View" -#+ * BezierSplinePoint.weight -> weight: float "Softbody goal weight" -#+ * BlenderRNA.structs -> structs: collection, "(read-only)" -#+ * BoidRule.name -> name: string "Boid rule name" -#+ * BoidRule.type -> type: enum, "(read-only)" -#BoidRule.use_in_air -> use_in_air: boolean "Use rule when boid is flying" -#BoidRule.use_on_land -> use_on_land: boolean "Use rule when boid is on land" -#+ * BoidRule|BoidRuleAverageSpeed.level -> level: float "How much velocitys z-component is kept constant" -#+ * BoidRule|BoidRuleAverageSpeed.speed -> speed: float "Percentage of maximum speed" -#+ * 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.use_predict -> use_predict: boolean "Predict target movement" -#+ * BoidRule|BoidRuleAvoidCollision.look_ahead -> look_ahead: float "Time to look ahead in seconds" -#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_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.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_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_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_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.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.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_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" -#+ * Bone.bbone_in -> bbone_in: float "Length of first Bezier Handle (for B-Bones only)" -#+ * Bone.bbone_out -> bbone_out: float "Length of second Bezier Handle (for B-Bones only)" -#+ * Bone.bbone_segments -> bbone_segments: int "Number of subdivisions of bone (for B-Bones only)" -#+ * Bone.children -> children: collection, "(read-only) Bones which are children of this bone" -#+ * Bone.envelope_distance -> envelope_distance: float "Bone deformation distance (for Envelope deform only)" -#+ * Bone.envelope_weight -> envelope_weight: float "Bone deformation weight (for Envelope deform only)" -#+ * Bone.head -> head: float[3] "Location of head end of the bone relative to its parent" -#+ * Bone.head_local -> head_local: float[3] "Location of head end of the bone relative to armature" -#+ * Bone.head_radius -> head_radius: float "Radius of head of bone (for Envelope deform only)" -#+ * Bone.hide -> hide: boolean "Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)" -#+ * Bone.hide_select -> hide_select: boolean "Bone is able to be selected" -#Bone.layers -> layers: boolean[32] "Layers bone exists in" -#+ * Bone.matrix -> matrix: float[9] "3x3 bone matrix" -#+ * Bone.matrix_local -> matrix_local: float[16] "4x4 bone matrix relative to armature" -#+ * Bone.name -> name: string "NO DESCRIPTION" -#+ * Bone.parent -> parent: pointer, "(read-only) Parent bone (in same Armature)" -#+ * Bone.select -> select: boolean "NO DESCRIPTION" -#Bone.show_wire -> show_wire: boolean "Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes" -#+ * Bone.tail -> tail: float[3] "Location of tail end of the bone" -#+ * Bone.tail_local -> tail_local: float[3] "Location of tail end of the bone relative to armature" -#+ * Bone.tail_radius -> tail_radius: float "Radius of tail of bone (for Envelope deform only)" -#Bone.use_connect -> use_connect: boolean, "(read-only) When bone has a parent, bones head is struck to the parents tail" -#Bone.use_cyclic_offset -> use_cyclic_offset: boolean "When bone doesnt have a parent, it receives cyclic offset effects" -#Bone.use_deform -> use_deform: boolean "Bone does not deform any geometry" -#Bone.use_envelope_multiply -> use_envelope_multiply: boolean "When deforming bone, multiply effects of Vertex Group weights with Envelope influence" -#Bone.use_hinge -> use_hinge: boolean "Bone inherits rotation or scale from parent bone" -#Bone.use_inherit_scale -> use_inherit_scale: boolean "Bone inherits scaling from parent bone" -#Bone.use_local_location -> use_local_location: boolean "Bone location is set in local space" -#+ * BoneGroup.color_set -> color_set: enum "Custom color set to use" -#+ * BoneGroup.colors -> colors: pointer, "(read-only) Copy of the colors associated with the groups color set" -#+ * BoneGroup.name -> name: string "NO DESCRIPTION" -#BoneGroups.active -> active: pointer "Active bone group for this pose" -#+ * ClothCollisionSettings.collision_quality -> collision_quality: int "How many collision iterations should be done. (higher is better quality but slower)" -#ClothCollisionSettings.distance_min -> distance_min: float "Minimum distance between collision objects before collision response takes in" -#+ * ClothCollisionSettings.friction -> friction: float "Friction force if a collision happened. (higher = less movement)" -#+ * ClothCollisionSettings.group -> group: pointer "Limit colliders to this Group" -#+ * ClothCollisionSettings.self_collision_quality -> self_collision_quality: int "How many self collision iterations should be done. (higher is better quality but slower)" -#ClothCollisionSettings.self_distance_min -> self_distance_min: float "0.5 means no distance at all, 1.0 is maximum distance" -#+ * ClothCollisionSettings.self_friction -> self_friction: float "Friction/damping with self contact" -#ClothCollisionSettings.use_collision -> use_collision: boolean "Enable collisions with other objects" -#ClothCollisionSettings.use_self_collision -> use_self_collision: boolean "Enable self collisions" -#+ * ClothSettings.air_damping -> air_damping: float "Air has normally some thickness which slows falling things down" -#+ * ClothSettings.bending_stiffness -> bending_stiffness: float "Wrinkle coefficient. (higher = less smaller but more big wrinkles)" -#+ * ClothSettings.bending_stiffness_max -> bending_stiffness_max: float "Maximum bending stiffness value" -#+ * ClothSettings.bending_vertex_group -> bending_vertex_group: string "Vertex group for fine control over bending stiffness" -#+ * ClothSettings.collider_friction -> collider_friction: float "NO DESCRIPTION" -#+ * ClothSettings.effector_weights -> effector_weights: pointer, "(read-only)" -#+ * ClothSettings.goal_default -> goal_default: float "Default Goal (vertex target position) value, when no Vertex Group used" -#+ * ClothSettings.goal_friction -> goal_friction: float "Goal (vertex target position) friction" -#+ * ClothSettings.goal_max -> goal_max: float "Goal maximum, vertex group weights are scaled to match this range" -#+ * ClothSettings.goal_min -> goal_min: float "Goal minimum, vertex group weights are scaled to match this range" -#+ * ClothSettings.goal_spring -> goal_spring: float "Goal (vertex target position) spring stiffness" -#+ * ClothSettings.gravity -> gravity: float[3] "Gravity or external force vector" -#+ * ClothSettings.internal_friction -> internal_friction: float "NO DESCRIPTION" -#+ * ClothSettings.mass -> mass: float "Mass of cloth material" -#+ * ClothSettings.mass_vertex_group -> mass_vertex_group: string "Vertex Group for pinning of vertices" -#+ * ClothSettings.pin_stiffness -> pin_stiffness: float "Pin (vertex target position) spring stiffness" -#+ * ClothSettings.pre_roll -> pre_roll: int "Simulation starts on this frame" -#+ * ClothSettings.quality -> quality: int "Quality of the simulation in steps per frame. (higher is better quality but slower)" -#+ * ClothSettings.rest_shape_key -> rest_shape_key: pointer "Shape key to use the rest spring lengths from" -#+ * ClothSettings.spring_damping -> spring_damping: float "Damping of cloth velocity. (higher = more smooth, less jiggling)" -#+ * ClothSettings.structural_stiffness -> structural_stiffness: float "Overall stiffness of structure" -#+ * ClothSettings.structural_stiffness_max -> structural_stiffness_max: float "Maximum structural stiffness value" -#+ * ClothSettings.structural_stiffness_vertex_group -> structural_stiffness_vertex_group: string "Vertex group for fine control over structural stiffness" -#ClothSettings.use_pin_cloth -> use_pin_cloth: boolean "Enable pinning of cloth vertices to other objects/positions" -#ClothSettings.use_stiffness_scale -> use_stiffness_scale: boolean "If enabled, stiffness can be scaled along a weight painted vertex group" -#+ * CollisionSettings.absorption -> absorption: float "How much of effector force gets lost during collision with this object (in percent)" -#+ * CollisionSettings.damping -> damping: float "Amount of damping during collision" -#+ * CollisionSettings.damping_factor -> damping_factor: float "Amount of damping during particle collision" -#CollisionSettings.damping_random -> damping_random: float "Random variation of damping" -#+ * CollisionSettings.friction_factor -> friction_factor: float "Amount of friction during particle collision" -#CollisionSettings.friction_random -> friction_random: float "Random variation of friction" -#+ * CollisionSettings.permeability -> permeability: float "Chance that the particle will pass through the mesh" -#+ * CollisionSettings.stickness -> stickness: float "Amount of stickness to surface collision" -#CollisionSettings.thickness_inner -> thickness_inner: float "Inner face thickness" -#CollisionSettings.thickness_outer -> thickness_outer: float "Outer face thickness" -#+ * CollisionSettings.use -> use: boolean "Enable this objects as a collider for physics systems" -#CollisionSettings.use_particle_kill -> use_particle_kill: boolean "Kill collided particles" -#+ * ColorRamp.elements -> elements: collection, "(read-only)" -#+ * ColorRamp.interpolation -> interpolation: enum "NO DESCRIPTION" -#+ * ColorRampElement.color -> color: float[4] "NO DESCRIPTION" -#+ * ColorRampElement.position -> position: float "NO DESCRIPTION" -#ConsoleLine.body -> body: string "Text in the line" -#+ * ConsoleLine.current_character -> current_character: int "NO DESCRIPTION" -#+ * Constraint.active -> active: boolean "Constraint is the one being edited" -#Constraint.error_location -> error_location: float, "(read-only) Amount of residual error in Blender space unit for constraints that work on position" -#Constraint.error_rotation -> error_rotation: float, "(read-only) Amount of residual error in radiant for constraints that work on orientation" -#+ * Constraint.influence -> influence: float "Amount of influence constraint will have on the final solution" -#Constraint.is_proxy_local -> is_proxy_local: boolean "Constraint was added in this proxy instance (i.e. did not belong to source Armature)" -#Constraint.is_valid -> is_valid: boolean, "(read-only) Constraint has invalid settings and will not be evaluated" -#+ * Constraint.mute -> mute: boolean "Enable/Disable Constraint" -#+ * Constraint.name -> name: string "Constraint name" -#+ * Constraint.owner_space -> owner_space: enum "Space that owner is evaluated in" -#Constraint.show_expanded -> show_expanded: boolean "Constraints panel is expanded in UI" -#+ * Constraint.target_space -> target_space: enum "Space that target is evaluated in" -#+ * Constraint.type -> type: enum, "(read-only)" -#+ * ConstraintTarget.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * ConstraintTarget.target -> target: pointer "Target Object" -#+ * Constraint|ActionConstraint.action -> action: pointer "NO DESCRIPTION" -#+ * Constraint|ActionConstraint.frame_end -> frame_end: int "Last frame of the Action to use" -#+ * Constraint|ActionConstraint.frame_start -> frame_start: int "First frame of the Action to use" -#Constraint|ActionConstraint.max -> max: float "Maximum value for target channel range" -#Constraint|ActionConstraint.min -> min: float "Minimum value for target channel range" -#+ * Constraint|ActionConstraint.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * Constraint|ActionConstraint.target -> target: pointer "Target Object" -#+ * Constraint|ActionConstraint.transform_channel -> transform_channel: enum "Transformation channel from the target that is used to key the Action" -#+ * Constraint|ChildOfConstraint.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * Constraint|ChildOfConstraint.target -> target: pointer "Target Object" -#+ * Constraint|ChildOfConstraint.use_location_x -> use_location_x: boolean "Use X Location of Parent" -#+ * Constraint|ChildOfConstraint.use_location_y -> use_location_y: boolean "Use Y Location of Parent" -#+ * Constraint|ChildOfConstraint.use_location_z -> use_location_z: boolean "Use Z Location of Parent" -#+ * Constraint|ChildOfConstraint.use_rotation_x -> use_rotation_x: boolean "Use X Rotation of Parent" -#+ * Constraint|ChildOfConstraint.use_rotation_y -> use_rotation_y: boolean "Use Y Rotation of Parent" -#+ * Constraint|ChildOfConstraint.use_rotation_z -> use_rotation_z: boolean "Use Z Rotation of Parent" -#+ * Constraint|ChildOfConstraint.use_scale_x -> use_scale_x: boolean "Use X Scale of Parent" -#+ * Constraint|ChildOfConstraint.use_scale_y -> use_scale_y: boolean "Use Y Scale of Parent" -#+ * Constraint|ChildOfConstraint.use_scale_z -> use_scale_z: boolean "Use Z Scale of Parent" -#+ * Constraint|ClampToConstraint.main_axis -> main_axis: enum "Main axis of movement" -#+ * Constraint|ClampToConstraint.target -> target: pointer "Target Object" -#Constraint|ClampToConstraint.use_cyclic -> use_cyclic: boolean "Treat curve as cyclic curve (no clamping to curve bounding box" -#+ * Constraint|CopyLocationConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1" -#+ * Constraint|CopyLocationConstraint.invert_x -> invert_x: boolean "Invert the X location" -#+ * Constraint|CopyLocationConstraint.invert_y -> invert_y: boolean "Invert the Y location" -#+ * Constraint|CopyLocationConstraint.invert_z -> invert_z: boolean "Invert the Z location" -#+ * Constraint|CopyLocationConstraint.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * Constraint|CopyLocationConstraint.target -> target: pointer "Target Object" -#+ * Constraint|CopyLocationConstraint.use_offset -> use_offset: boolean "Add original location into copied location" -#+ * Constraint|CopyLocationConstraint.use_x -> use_x: boolean "Copy the targets X location" -#+ * Constraint|CopyLocationConstraint.use_y -> use_y: boolean "Copy the targets Y location" -#+ * Constraint|CopyLocationConstraint.use_z -> use_z: boolean "Copy the targets Z location" -#+ * Constraint|CopyRotationConstraint.invert_x -> invert_x: boolean "Invert the X rotation" -#+ * Constraint|CopyRotationConstraint.invert_y -> invert_y: boolean "Invert the Y rotation" -#+ * Constraint|CopyRotationConstraint.invert_z -> invert_z: boolean "Invert the Z rotation" -#+ * Constraint|CopyRotationConstraint.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * Constraint|CopyRotationConstraint.target -> target: pointer "Target Object" -#+ * Constraint|CopyRotationConstraint.use_offset -> use_offset: boolean "Add original rotation into copied rotation" -#+ * Constraint|CopyRotationConstraint.use_x -> use_x: boolean "Copy the targets X rotation" -#+ * Constraint|CopyRotationConstraint.use_y -> use_y: boolean "Copy the targets Y rotation" -#+ * Constraint|CopyRotationConstraint.use_z -> use_z: boolean "Copy the targets Z rotation" -#+ * Constraint|CopyScaleConstraint.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * Constraint|CopyScaleConstraint.target -> target: pointer "Target Object" -#+ * Constraint|CopyScaleConstraint.use_offset -> use_offset: boolean "Add original scale into copied scale" -#+ * Constraint|CopyScaleConstraint.use_x -> use_x: boolean "Copy the targets X scale" -#+ * Constraint|CopyScaleConstraint.use_y -> use_y: boolean "Copy the targets Y scale" -#+ * Constraint|CopyScaleConstraint.use_z -> use_z: boolean "Copy the targets Z scale" -#+ * Constraint|CopyTransformsConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1" -#+ * Constraint|CopyTransformsConstraint.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * Constraint|CopyTransformsConstraint.target -> target: pointer "Target Object" -#+ * Constraint|DampedTrackConstraint.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * Constraint|DampedTrackConstraint.target -> target: pointer "Target Object" -#Constraint|DampedTrackConstraint.track_axis -> track_axis: enum "Axis that points to the target object" -#+ * Constraint|FloorConstraint.floor_location -> floor_location: enum "Location of target that object will not pass through" -#+ * Constraint|FloorConstraint.offset -> offset: float "Offset of floor from object origin" -#+ * Constraint|FloorConstraint.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * Constraint|FloorConstraint.target -> target: pointer "Target Object" -#+ * Constraint|FloorConstraint.use_rotation -> use_rotation: boolean "Use the targets rotation to determine floor" -#Constraint|FloorConstraint.use_sticky -> use_sticky: boolean "Immobilize object while constrained" -#Constraint|FollowPathConstraint.forward_axis -> forward_axis: enum "Axis that points forward along the path" -#+ * Constraint|FollowPathConstraint.offset -> offset: int "Offset from the position corresponding to the time frame" -#+ * Constraint|FollowPathConstraint.offset_factor -> offset_factor: float "Percentage value defining target position along length of bone" -#+ * Constraint|FollowPathConstraint.target -> target: pointer "Target Object" -#Constraint|FollowPathConstraint.up_axis -> up_axis: enum "Axis that points upward" -#+ * Constraint|FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean "Object will follow the heading and banking of the curve" -#+ * Constraint|FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean "Objects scale by the curve radius" -#Constraint|FollowPathConstraint.use_fixed_location -> use_fixed_location: boolean "Object will stay locked to a single point somewhere along the length of the curve regardless of time" -#Constraint|KinematicConstraint.chain_count -> chain_count: int "How many bones are included in the IK effect - 0 uses all bones" -#+ * Constraint|KinematicConstraint.distance -> distance: float "Radius of limiting sphere" -#+ * Constraint|KinematicConstraint.ik_type -> ik_type: enum "NO DESCRIPTION" -#+ * Constraint|KinematicConstraint.iterations -> iterations: int "Maximum number of solving iterations" -#+ * Constraint|KinematicConstraint.limit_mode -> limit_mode: enum "Distances in relation to sphere of influence to allow" -#Constraint|KinematicConstraint.lock_location_x -> lock_location_x: boolean "Constraint position along X axis" -#Constraint|KinematicConstraint.lock_location_y -> lock_location_y: boolean "Constraint position along Y axis" -#Constraint|KinematicConstraint.lock_location_z -> lock_location_z: boolean "Constraint position along Z axis" -#Constraint|KinematicConstraint.lock_rotation_x -> lock_rotation_x: boolean "Constraint rotation along X axis" -#Constraint|KinematicConstraint.lock_rotation_y -> lock_rotation_y: boolean "Constraint rotation along Y axis" -#Constraint|KinematicConstraint.lock_rotation_z -> lock_rotation_z: boolean "Constraint rotation along Z axis" -#+ * Constraint|KinematicConstraint.orient_weight -> orient_weight: float "For Tree-IK: Weight of orientation control for this target" -#+ * Constraint|KinematicConstraint.pole_angle -> pole_angle: float "Pole rotation offset" -#+ * Constraint|KinematicConstraint.pole_subtarget -> pole_subtarget: string "NO DESCRIPTION" -#+ * Constraint|KinematicConstraint.pole_target -> pole_target: pointer "Object for pole rotation" -#Constraint|KinematicConstraint.reference_axis -> reference_axis: enum "Constraint axis Lock options relative to Bone or Target reference" -#+ * Constraint|KinematicConstraint.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * Constraint|KinematicConstraint.target -> target: pointer "Target Object" -#Constraint|KinematicConstraint.use_location -> use_location: boolean "Chain follows position of target" -#+ * Constraint|KinematicConstraint.use_rotation -> use_rotation: boolean "Chain follows rotation of target" -#+ * Constraint|KinematicConstraint.use_stretch -> use_stretch: boolean "Enable IK Stretching" -#+ * Constraint|KinematicConstraint.use_tail -> use_tail: boolean "Include bones tail as last element in chain" -#+ * Constraint|KinematicConstraint.use_target -> use_target: boolean "Disable for targetless IK" -#+ * Constraint|KinematicConstraint.weight -> weight: float "For Tree-IK: Weight of position control for this target" -#+ * Constraint|LimitDistanceConstraint.distance -> distance: float "Radius of limiting sphere" -#+ * Constraint|LimitDistanceConstraint.limit_mode -> limit_mode: enum "Distances in relation to sphere of influence to allow" -#+ * Constraint|LimitDistanceConstraint.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * Constraint|LimitDistanceConstraint.target -> target: pointer "Target Object" -#Constraint|LimitLocationConstraint.max_x -> max_x: float "Highest X value to allow" -#Constraint|LimitLocationConstraint.max_y -> max_y: float "Highest Y value to allow" -#Constraint|LimitLocationConstraint.max_z -> max_z: float "Highest Z value to allow" -#Constraint|LimitLocationConstraint.min_x -> min_x: float "Lowest X value to allow" -#Constraint|LimitLocationConstraint.min_y -> min_y: float "Lowest Y value to allow" -#Constraint|LimitLocationConstraint.min_z -> min_z: float "Lowest Z value to allow" -#Constraint|LimitLocationConstraint.use_max_x -> use_max_x: boolean "Use the maximum X value" -#Constraint|LimitLocationConstraint.use_max_y -> use_max_y: boolean "Use the maximum Y value" -#Constraint|LimitLocationConstraint.use_max_z -> use_max_z: boolean "Use the maximum Z value" -#Constraint|LimitLocationConstraint.use_min_x -> use_min_x: boolean "Use the minimum X value" -#Constraint|LimitLocationConstraint.use_min_y -> use_min_y: boolean "Use the minimum Y value" -#Constraint|LimitLocationConstraint.use_min_z -> use_min_z: boolean "Use the minimum Z value" -#Constraint|LimitLocationConstraint.use_transform_limit -> use_transform_limit: boolean "Transforms are affected by this constraint as well" -#Constraint|LimitRotationConstraint.max_x -> max_x: float "Highest X value to allow" -#Constraint|LimitRotationConstraint.max_y -> max_y: float "Highest Y value to allow" -#Constraint|LimitRotationConstraint.max_z -> max_z: float "Highest Z value to allow" -#Constraint|LimitRotationConstraint.min_x -> min_x: float "Lowest X value to allow" -#Constraint|LimitRotationConstraint.min_y -> min_y: float "Lowest Y value to allow" -#Constraint|LimitRotationConstraint.min_z -> min_z: float "Lowest Z value to allow" -#+ * Constraint|LimitRotationConstraint.use_limit_x -> use_limit_x: boolean "Use the minimum X value" -#+ * Constraint|LimitRotationConstraint.use_limit_y -> use_limit_y: boolean "Use the minimum Y value" -#+ * Constraint|LimitRotationConstraint.use_limit_z -> use_limit_z: boolean "Use the minimum Z value" -#Constraint|LimitRotationConstraint.use_transform_limit -> use_transform_limit: boolean "Transforms are affected by this constraint as well" -#Constraint|LimitScaleConstraint.max_x -> max_x: float "Highest X value to allow" -#Constraint|LimitScaleConstraint.max_y -> max_y: float "Highest Y value to allow" -#Constraint|LimitScaleConstraint.max_z -> max_z: float "Highest Z value to allow" -#Constraint|LimitScaleConstraint.min_x -> min_x: float "Lowest X value to allow" -#Constraint|LimitScaleConstraint.min_y -> min_y: float "Lowest Y value to allow" -#Constraint|LimitScaleConstraint.min_z -> min_z: float "Lowest Z value to allow" -#Constraint|LimitScaleConstraint.use_max_x -> use_max_x: boolean "Use the maximum X value" -#Constraint|LimitScaleConstraint.use_max_y -> use_max_y: boolean "Use the maximum Y value" -#Constraint|LimitScaleConstraint.use_max_z -> use_max_z: boolean "Use the maximum Z value" -#Constraint|LimitScaleConstraint.use_min_x -> use_min_x: boolean "Use the minimum X value" -#Constraint|LimitScaleConstraint.use_min_y -> use_min_y: boolean "Use the minimum Y value" -#Constraint|LimitScaleConstraint.use_min_z -> use_min_z: boolean "Use the minimum Z value" -#Constraint|LimitScaleConstraint.use_transform_limit -> use_transform_limit: boolean "Transforms are affected by this constraint as well" -#Constraint|LockedTrackConstraint.lock_axis -> lock_axis: enum "Axis that points upward" -#+ * Constraint|LockedTrackConstraint.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * Constraint|LockedTrackConstraint.target -> target: pointer "Target Object" -#Constraint|LockedTrackConstraint.track_axis -> track_axis: enum "Axis that points to the target object" -#Constraint|MaintainVolumeConstraint.free_axis -> free_axis: enum "The free scaling axis of the object" -#+ * Constraint|MaintainVolumeConstraint.volume -> volume: float "Volume of the bone at rest" -#+ * Constraint|PivotConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1" -#+ * Constraint|PivotConstraint.offset -> offset: float[3] "Offset of pivot from target (when set), or from owners location (when Fixed Position is off), or the absolute pivot point" -#Constraint|PivotConstraint.rotation_range -> rotation_range: enum "Rotation range on which pivoting should occur" -#+ * Constraint|PivotConstraint.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * Constraint|PivotConstraint.target -> target: pointer "Target Object, defining the position of the pivot when defined" -#Constraint|PivotConstraint.use_relative_location -> use_relative_location: boolean "Offset will be an absolute point in space instead of relative to the target" -#Constraint|PythonConstraint.has_script_error -> has_script_error: boolean, "(read-only) The linked Python script has thrown an error" -#Constraint|PythonConstraint.target_count -> target_count: int "Usually only 1-3 are needed" -#+ * Constraint|PythonConstraint.targets -> targets: collection, "(read-only) Target Objects" -#+ * Constraint|PythonConstraint.text -> text: pointer "The text object that contains the Python script" -#+ * Constraint|PythonConstraint.use_targets -> use_targets: boolean "Use the targets indicated in the constraint panel" -#+ * Constraint|RigidBodyJointConstraint.axis_x -> axis_x: float "Rotate pivot on X axis in degrees" -#+ * Constraint|RigidBodyJointConstraint.axis_y -> axis_y: float "Rotate pivot on Y axis in degrees" -#+ * Constraint|RigidBodyJointConstraint.axis_z -> axis_z: float "Rotate pivot on Z axis in degrees" -#+ * Constraint|RigidBodyJointConstraint.child -> child: pointer "Child object" -#+ * Constraint|RigidBodyJointConstraint.pivot_type -> pivot_type: enum "NO DESCRIPTION" -#+ * Constraint|RigidBodyJointConstraint.pivot_x -> pivot_x: float "Offset pivot on X" -#+ * Constraint|RigidBodyJointConstraint.pivot_y -> pivot_y: float "Offset pivot on Y" -#+ * Constraint|RigidBodyJointConstraint.pivot_z -> pivot_z: float "Offset pivot on Z" -#Constraint|RigidBodyJointConstraint.show_pivot -> show_pivot: boolean "Display the pivot point and rotation in 3D view" -#+ * Constraint|RigidBodyJointConstraint.target -> target: pointer "Target Object" -#Constraint|RigidBodyJointConstraint.use_linked_collision -> use_linked_collision: boolean "Disable collision between linked bodies" -#+ * Constraint|ShrinkwrapConstraint.distance -> distance: float "Distance to Target" -#+ * Constraint|ShrinkwrapConstraint.shrinkwrap_type -> shrinkwrap_type: enum "Selects type of shrinkwrap algorithm for target position" -#+ * Constraint|ShrinkwrapConstraint.target -> target: pointer "Target Object" -#+ * Constraint|ShrinkwrapConstraint.use_x -> use_x: boolean "Projection over X Axis" -#+ * Constraint|ShrinkwrapConstraint.use_y -> use_y: boolean "Projection over Y Axis" -#+ * Constraint|ShrinkwrapConstraint.use_z -> use_z: boolean "Projection over Z Axis" -#Constraint|SplineIKConstraint.chain_count -> chain_count: int "How many bones are included in the chain" -#+ * Constraint|SplineIKConstraint.joint_bindings -> joint_bindings: float[32] "(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages" -#+ * Constraint|SplineIKConstraint.target -> target: pointer "Curve that controls this relationship" -#Constraint|SplineIKConstraint.use_chain_offset -> use_chain_offset: boolean "Offset the entire chain relative to the root joint" -#+ * Constraint|SplineIKConstraint.use_curve_radius -> use_curve_radius: boolean "Average radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale mode" -#Constraint|SplineIKConstraint.use_even_divisions -> use_even_divisions: boolean "Ignore the relative lengths of the bones when fitting to the curve" -#Constraint|SplineIKConstraint.use_y_stretch -> use_y_stretch: boolean "Stretch the Y axis of the bones to fit the curve" -#Constraint|SplineIKConstraint.xz_scale_mode -> xz_scale_mode: enum "Method used for determining the scaling of the X and Z axes of the bones" -#+ * Constraint|StretchToConstraint.bulge -> bulge: float "Factor between volume variation and stretching" -#+ * Constraint|StretchToConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1" -#+ * Constraint|StretchToConstraint.keep_axis -> keep_axis: enum "Axis to maintain during stretch" -#Constraint|StretchToConstraint.rest_length -> rest_length: float "Length at rest position" -#+ * Constraint|StretchToConstraint.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * Constraint|StretchToConstraint.target -> target: pointer "Target Object" -#+ * Constraint|StretchToConstraint.volume -> volume: enum "Maintain the objects volume as it stretches" -#+ * Constraint|TrackToConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1" -#+ * Constraint|TrackToConstraint.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * Constraint|TrackToConstraint.target -> target: pointer "Target Object" -#Constraint|TrackToConstraint.track_axis -> track_axis: enum "Axis that points to the target object" -#Constraint|TrackToConstraint.up_axis -> up_axis: enum "Axis that points upward" -#Constraint|TrackToConstraint.use_target_z -> use_target_z: boolean "Targets Z axis, not World Z axis, will constraint the Up direction" -#+ * Constraint|TransformConstraint.from_max_x -> from_max_x: float "Top range of X axis source motion" -#+ * Constraint|TransformConstraint.from_max_y -> from_max_y: float "Top range of Y axis source motion" -#+ * Constraint|TransformConstraint.from_max_z -> from_max_z: float "Top range of Z axis source motion" -#+ * Constraint|TransformConstraint.from_min_x -> from_min_x: float "Bottom range of X axis source motion" -#+ * Constraint|TransformConstraint.from_min_y -> from_min_y: float "Bottom range of Y axis source motion" -#+ * Constraint|TransformConstraint.from_min_z -> from_min_z: float "Bottom range of Z axis source motion" -#+ * Constraint|TransformConstraint.map_from -> map_from: enum "The transformation type to use from the target" -#+ * Constraint|TransformConstraint.map_to -> map_to: enum "The transformation type to affect of the constrained object" -#+ * Constraint|TransformConstraint.map_to_x_from -> map_to_x_from: enum "The source axis constrained objects X axis uses" -#+ * Constraint|TransformConstraint.map_to_y_from -> map_to_y_from: enum "The source axis constrained objects Y axis uses" -#+ * Constraint|TransformConstraint.map_to_z_from -> map_to_z_from: enum "The source axis constrained objects Z axis uses" -#+ * Constraint|TransformConstraint.subtarget -> subtarget: string "NO DESCRIPTION" -#+ * Constraint|TransformConstraint.target -> target: pointer "Target Object" -#+ * Constraint|TransformConstraint.to_max_x -> to_max_x: float "Top range of X axis destination motion" -#+ * Constraint|TransformConstraint.to_max_y -> to_max_y: float "Top range of Y axis destination motion" -#+ * Constraint|TransformConstraint.to_max_z -> to_max_z: float "Top range of Z axis destination motion" -#+ * Constraint|TransformConstraint.to_min_x -> to_min_x: float "Bottom range of X axis destination motion" -#+ * Constraint|TransformConstraint.to_min_y -> to_min_y: float "Bottom range of Y axis destination motion" -#+ * Constraint|TransformConstraint.to_min_z -> to_min_z: float "Bottom range of Z axis destination motion" -#Constraint|TransformConstraint.use_motion_extrapolate -> use_motion_extrapolate: boolean "Extrapolate ranges" -#+ * Context.area -> area: pointer, "(read-only)" -#+ * Context.main -> main: pointer, "(read-only)" -#+ * Context.mode -> mode: enum, "(read-only)" -#+ * Context.region -> region: pointer, "(read-only)" -#+ * Context.region_data -> region_data: pointer, "(read-only)" -#+ * Context.scene -> scene: pointer, "(read-only)" -#+ * Context.screen -> screen: pointer, "(read-only)" -#+ * Context.space_data -> space_data: pointer, "(read-only)" -#+ * Context.tool_settings -> tool_settings: pointer, "(read-only)" -#+ * Context.user_preferences -> user_preferences: pointer, "(read-only)" -#+ * Context.window -> window: pointer, "(read-only)" - + * Context.manager -> wm: pointer, "(read-only)" -#+ * Controller.name -> name: string "NO DESCRIPTION" -#Controller.show_expanded -> show_expanded: boolean "Set controller expanded in the user interface" -#Controller.states -> states: int "Set Controller state index (1 to 30)" -#+ * Controller.type -> type: enum "NO DESCRIPTION" -#Controller.use_priority -> use_priority: boolean "Mark controller for execution before all non-marked controllers (good for startup scripts)" -#+ * Controller|ExpressionController.expression -> expression: string "NO DESCRIPTION" -#+ * Controller|PythonController.mode -> mode: enum "Python script type (textblock or module - faster)" -#+ * Controller|PythonController.module -> module: string "Module name and function to run e.g. someModule.main. Internal texts and external python files can be used" -#+ * Controller|PythonController.text -> text: pointer "Text datablock with the python script" -#Controller|PythonController.use_debug -> use_debug: boolean "Continuously reload the module from disk for editing external modules without restarting" -#+ * CurveMap.extend -> extend: enum, "(read-only) Extrapolate the curve or extend it horizontally" -#+ * CurveMap.points -> points: collection, "(read-only)" -#+ * CurveMapPoint.handle_type -> handle_type: enum, "(read-only) Curve interpolation at this point: bezier or vector" -#+ * CurveMapPoint.location -> location: float[2], "(read-only) X/Y coordinates of the curve point" -#+ * CurveMapPoint.select -> select: boolean "Selection state of the curve point" -#+ * CurveMapping.black_level -> black_level: float[3] "For RGB curves, the color that black is mapped to" -#+ * CurveMapping.clip_max_x -> clip_max_x: float "NO DESCRIPTION" -#+ * CurveMapping.clip_max_y -> clip_max_y: float "NO DESCRIPTION" -#+ * CurveMapping.clip_min_x -> clip_min_x: float "NO DESCRIPTION" -#+ * CurveMapping.clip_min_y -> clip_min_y: float "NO DESCRIPTION" -#+ * CurveMapping.curves -> curves: collection, "(read-only)" -#CurveMapping.use_clip -> use_clip: boolean "Force the curve view to fit a defined boundary" -#+ * CurveMapping.white_level -> white_level: float[3] "For RGB curves, the color that white is mapped to" -#+ * CurveSplines.active -> active: pointer "Active curve spline" -#DopeSheet.filter_group -> filter_group: pointer "Group that included Object should be a member of" -#DopeSheet.show_armatures -> show_armatures: boolean "Include visualization of Armature related Animation data" -#DopeSheet.show_cameras -> show_cameras: boolean "Include visualization of Camera related Animation data" -#DopeSheet.show_curves -> show_curves: boolean "Include visualization of Curve related Animation data" -#DopeSheet.show_expanded_summary -> show_expanded_summary: boolean "Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only)" -#DopeSheet.show_hidden -> show_hidden: boolean "Include channels from objects/bone that arent visible" -#DopeSheet.show_lamps -> show_lamps: boolean "Include visualization of Lamp related Animation data" -#DopeSheet.show_materials -> show_materials: boolean "Include visualization of Material related Animation data" -#DopeSheet.show_meshes -> show_meshes: boolean "Include visualization of Mesh related Animation data" -#DopeSheet.show_metaballs -> show_metaballs: boolean "Include visualization of Metaball related Animation data" -#DopeSheet.show_missing_nla -> show_missing_nla: boolean "Include Animation Data blocks with no NLA data. (NLA Editor only)" -#DopeSheet.show_nodes -> show_nodes: boolean "Include visualization of Node related Animation data" -#DopeSheet.show_only_group_objects -> show_only_group_objects: boolean "Only include channels from Objects in the specified Group" -#DopeSheet.show_only_selected -> show_only_selected: boolean "Only include channels relating to selected objects and data" -#DopeSheet.show_particles -> show_particles: boolean "Include visualization of Particle related Animation data" -#DopeSheet.show_scenes -> show_scenes: boolean "Include visualization of Scene related Animation data" -#DopeSheet.show_shapekeys -> show_shapekeys: boolean "Include visualization of ShapeKey related Animation data" -#DopeSheet.show_summary -> show_summary: boolean "Display an additional summary line. (DopeSheet Editors only)" -#DopeSheet.show_textures -> show_textures: boolean "Include visualization of Texture related Animation data" -#DopeSheet.show_transforms -> show_transforms: boolean "Include visualization of Object-level Animation data (mostly Transforms)" -#DopeSheet.show_worlds -> show_worlds: boolean "Include visualization of World related Animation data" -#+ * DopeSheet.source -> source: pointer, "(read-only) ID-Block representing source data, currently ID_SCE (for Dopesheet), and ID_SC (for Grease Pencil)" -#+ * Driver.expression -> expression: string "Expression to use for Scripted Expression" -#Driver.is_valid -> is_valid: boolean "Driver could not be evaluated in past, so should be skipped" -#+ * Driver.show_debug_info -> show_debug_info: boolean "Show intermediate values for the driver calculations to allow debugging of drivers" -#+ * Driver.type -> type: enum "Driver type" -#+ * Driver.variables -> variables: collection, "(read-only) Properties acting as inputs for this driver" -#+ * DriverTarget.bone_target -> bone_target: string "Name of PoseBone to use as target" -#+ * DriverTarget.data_path -> data_path: string "RNA Path (from ID-block) to property used" -#+ * DriverTarget.id -> id: pointer "ID-block that the specific property used can be found from (id_type property must be set first)" -#+ * DriverTarget.id_type -> id_type: enum "Type of ID-block that can be used" -#+ * DriverTarget.transform_type -> transform_type: enum "Driver variable type" -#DriverTarget.use_local_space_transform -> use_local_space_transform: boolean "Use transforms in Local Space (as opposed to the worldspace default)" -#+ * DriverVariable.name -> name: string "Name to use in scripted expressions/functions. (No spaces or dots are allowed. Also, must not start with a symbol or digit)" -#+ * DriverVariable.targets -> targets: collection, "(read-only) Sources of input data for evaluating this variable" -#+ * DriverVariable.type -> type: enum "Driver variable type" -#+ * DupliObject.matrix -> matrix: float[16] "Object duplicate transformation matrix" -#+ * DupliObject.matrix_original -> matrix_original: float[16] "The original matrix of this object before it was duplicated" -#+ * DupliObject.object -> object: pointer, "(read-only) Object being duplicated" -#+ * EditBone.bbone_in -> bbone_in: float "Length of first Bezier Handle (for B-Bones only)" -#+ * EditBone.bbone_out -> bbone_out: float "Length of second Bezier Handle (for B-Bones only)" -#+ * EditBone.bbone_segments -> bbone_segments: int "Number of subdivisions of bone (for B-Bones only)" -#+ * EditBone.envelope_distance -> envelope_distance: float "Bone deformation distance (for Envelope deform only)" -#+ * EditBone.envelope_weight -> envelope_weight: float "Bone deformation weight (for Envelope deform only)" -#+ * EditBone.head -> head: float[3] "Location of head end of the bone" -#+ * EditBone.head_radius -> head_radius: float "Radius of head of bone (for Envelope deform only)" -#+ * EditBone.hide -> hide: boolean "Bone is not visible when in Edit Mode" -#+ * EditBone.hide_select -> hide_select: boolean "Bone is able to be selected" -#EditBone.layers -> layers: boolean[32] "Layers bone exists in" -#+ * EditBone.lock -> lock: boolean "Bone is not able to be transformed when in Edit Mode" -#+ * EditBone.matrix -> matrix: float[16], "(read-only) Read-only matrix calculated from the roll (armature space)" -#+ * EditBone.name -> name: string "NO DESCRIPTION" -#+ * EditBone.parent -> parent: pointer "Parent edit bone (in same Armature)" -#+ * EditBone.roll -> roll: float "Bone rotation around head-tail axis" -#+ * EditBone.select -> select: boolean "NO DESCRIPTION" -#+ * EditBone.select_head -> select_head: boolean "NO DESCRIPTION" -#+ * EditBone.select_tail -> select_tail: boolean "NO DESCRIPTION" -#EditBone.show_wire -> show_wire: boolean "Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes" -#+ * EditBone.tail -> tail: float[3] "Location of tail end of the bone" -#+ * EditBone.tail_radius -> tail_radius: float "Radius of tail of bone (for Envelope deform only)" -#EditBone.use_connect -> use_connect: boolean "When bone has a parent, bones head is struck to the parents tail" -#EditBone.use_cyclic_offset -> use_cyclic_offset: boolean "When bone doesnt have a parent, it receives cyclic offset effects" -#EditBone.use_deform -> use_deform: boolean "Bone does not deform any geometry" -#EditBone.use_envelope_multiply -> use_envelope_multiply: boolean "When deforming bone, multiply effects of Vertex Group weights with Envelope influence" -#EditBone.use_hinge -> use_hinge: boolean "Bone inherits rotation or scale from parent bone" -#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.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.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" -#+ * EffectorWeights.group -> group: pointer "Limit effectors to this Group" -#+ * EffectorWeights.harmonic -> harmonic: float "Harmonic effector weight" -#+ * EffectorWeights.lennardjones -> lennardjones: float "Lennard-Jones effector weight" -#+ * EffectorWeights.magnetic -> magnetic: float "Magnetic effector weight" -#+ * EffectorWeights.texture -> texture: float "Texture effector weight" -#+ * EffectorWeights.turbulence -> turbulence: float "Turbulence effector weight" -#+ * EffectorWeights.vortex -> vortex: float "Vortex effector weight" -#+ * EffectorWeights.wind -> wind: float "Wind effector weight" -#+ * EnumPropertyItem.description -> description: string, "(read-only) Description of the items purpose" -#+ * EnumPropertyItem.identifier -> identifier: string, "(read-only) Unique name used in the code and scripting" -#+ * EnumPropertyItem.name -> name: string, "(read-only) Human readable name" -#+ * EnumPropertyItem.value -> value: int, "(read-only) Value of the item" -#+ * 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.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" -#+ * EnvironmentMap.viewpoint_object -> viewpoint_object: pointer "Object to use as the environment maps viewpoint location" -#+ * EnvironmentMap.zoom -> zoom: float "NO DESCRIPTION" -#+ * Event.ascii -> ascii: string, "(read-only) Single ASCII character for this event" - + * Event.alt -> is_pressed_alt: boolean, "(read-only) True when the Alt/Option key is held" - + * Event.oskey -> is_pressed_cmd: boolean, "(read-only) True when the Cmd key is held" - + * Event.ctrl -> is_pressed_ctrl: boolean, "(read-only) True when the Ctrl key is held" - + * Event.shift -> is_pressed_shift: boolean, "(read-only) True when the Shift key is held" -#+ * Event.mouse_prev_x -> mouse_prev_x: int, "(read-only) The window relative vertical location of the mouse" -#+ * Event.mouse_prev_y -> mouse_prev_y: int, "(read-only) The window relative horizontal location of the mouse" -#+ * Event.mouse_region_x -> mouse_region_x: int, "(read-only) The region relative vertical location of the mouse" -#+ * Event.mouse_region_y -> mouse_region_y: int, "(read-only) The region relative horizontal location of the mouse" -#+ * Event.mouse_x -> mouse_x: int, "(read-only) The window relative vertical location of the mouse" -#+ * Event.mouse_y -> mouse_y: int, "(read-only) The window relative horizontal location of the mouse" -#+ * Event.type -> type: enum, "(read-only)" -#+ * Event.value -> value: enum, "(read-only) The type of event, only applies to some" -#+ * FCurve.array_index -> array_index: int "Index to the specific property affected by F-Curve if applicable" -#+ * FCurve.color -> color: float[3] "Color of the F-Curve in the Graph Editor" -#+ * FCurve.color_mode -> color_mode: enum "Method used to determine color of F-Curve in Graph Editor" -#+ * FCurve.data_path -> data_path: string "RNA Path to property affected by F-Curve" -#+ * FCurve.driver -> driver: pointer, "(read-only) Channel Driver (only set for Driver F-Curves)" -#+ * FCurve.extrapolation -> extrapolation: enum "NO DESCRIPTION" -#+ * FCurve.group -> group: pointer "Action Group that this F-Curve belongs to" -#+ * FCurve.hide -> hide: boolean "F-Curve and its keyframes are hidden in the Graph Editor graphs" -#+ * FCurve.is_valid -> is_valid: boolean "False when F-Curve could not be evaluated in past, so should be skipped when evaluating" -#+ * FCurve.keyframe_points -> keyframe_points: collection, "(read-only) User-editable keyframes" -#+ * FCurve.lock -> lock: boolean "F-Curves settings cannot be edited" -#+ * FCurve.modifiers -> modifiers: collection, "(read-only) Modifiers affecting the shape of the F-Curve" -#+ * FCurve.mute -> mute: boolean "F-Curve is not evaluated" -#+ * FCurve.sampled_points -> sampled_points: collection, "(read-only) Sampled animation data" -#+ * FCurve.select -> select: boolean "F-Curve is selected for editing" -#+ * FCurve.use_auto_handle_clamp -> use_auto_handle_clamp: boolean "All auto-handles for F-Curve are clamped" -#+ * FCurveModifiers.active -> active: pointer "Active F-Curve Modifier" -#+ * FCurveSample.co -> co: float[2] "Point coordinates" -#+ * FCurveSample.select -> select: boolean "Selection status" -#REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one being edited" -#FModifier.is_valid -> is_valid: boolean, "(read-only) F-Curve Modifier has invalid settings and will not be evaluated" -#+ * FModifier.mute -> mute: boolean "F-Curve Modifier will not be evaluated" -#FModifier.show_expanded -> show_expanded: boolean "F-Curve Modifiers panel is expanded in UI" -#+ * FModifier.type -> type: enum, "(read-only) F-Curve Modifier Type" -#+ * FModifierEnvelopeControlPoint.frame -> frame: float "Frame this control-point occurs on" -#FModifierEnvelopeControlPoint.max -> max: float "Upper bound of envelope at this control-point" -#FModifierEnvelopeControlPoint.min -> min: float "Lower bound of envelope at this control-point" -#FModifier|FModifierCycles.cycles_after -> cycles_after: float "Maximum number of cycles to allow after last keyframe. (0 = infinite)" -#FModifier|FModifierCycles.cycles_before -> cycles_before: float "Maximum number of cycles to allow before first keyframe. (0 = infinite)" -#FModifier|FModifierCycles.mode_after -> mode_after: enum "Cycling mode to use after last keyframe" -#FModifier|FModifierCycles.mode_before -> mode_before: enum "Cycling mode to use before first keyframe" -#+ * FModifier|FModifierEnvelope.control_points -> control_points: collection, "(read-only) Control points defining the shape of the envelope" -#FModifier|FModifierEnvelope.default_max -> default_max: float "Upper distance from Reference Value for 1:1 default influence" -#FModifier|FModifierEnvelope.default_min -> default_min: float "Lower distance from Reference Value for 1:1 default influence" -#+ * FModifier|FModifierEnvelope.reference_value -> reference_value: float "Value that envelopes influence is centered around / based on" -#+ * FModifier|FModifierFunctionGenerator.amplitude -> amplitude: float "Scale factor determining the maximum/minimum values" -#+ * FModifier|FModifierFunctionGenerator.function_type -> function_type: enum "Type of built-in function to use" -#+ * FModifier|FModifierFunctionGenerator.phase_multiplier -> phase_multiplier: float "Scale factor determining the speed of the function" -#+ * FModifier|FModifierFunctionGenerator.phase_offset -> phase_offset: float "Constant factor to offset time by for function" -#FModifier|FModifierFunctionGenerator.use_additive -> use_additive: boolean "Values generated by this modifier are applied on top of the existing values instead of overwriting them" -#+ * FModifier|FModifierFunctionGenerator.value_offset -> value_offset: float "Constant factor to offset values by" -#+ * FModifier|FModifierGenerator.coefficients -> coefficients: float[32] "Coefficients for x (starting from lowest power of x^0)" -#+ * FModifier|FModifierGenerator.mode -> mode: enum "Type of generator to use" -#+ * FModifier|FModifierGenerator.poly_order -> poly_order: int "The highest power of x for this polynomial. (number of coefficients - 1)" -#FModifier|FModifierGenerator.use_additive -> use_additive: boolean "Values generated by this modifier are applied on top of the existing values instead of overwriting them" -#FModifier|FModifierLimits.max_x -> max_x: float "Highest X value to allow" -#FModifier|FModifierLimits.max_y -> max_y: float "Highest Y value to allow" -#FModifier|FModifierLimits.min_x -> min_x: float "Lowest X value to allow" -#FModifier|FModifierLimits.min_y -> min_y: float "Lowest Y value to allow" -#FModifier|FModifierLimits.use_max_x -> use_max_x: boolean "Use the maximum X value" -#FModifier|FModifierLimits.use_max_y -> use_max_y: boolean "Use the maximum Y value" -#FModifier|FModifierLimits.use_min_x -> use_min_x: boolean "Use the minimum X value" -#FModifier|FModifierLimits.use_min_y -> use_min_y: boolean "Use the minimum Y value" -#FModifier|FModifierNoise.blend_type -> blend_type: enum "Method of modifying the existing F-Curve" -#+ * FModifier|FModifierNoise.depth -> depth: int "Amount of fine level detail present in the noise" -#+ * FModifier|FModifierNoise.phase -> phase: float "A random seed for the noise effect" -#FModifier|FModifierNoise.scale -> scale: float "Scaling (in time) of the noise" -#+ * FModifier|FModifierNoise.strength -> strength: float "Amplitude of the noise - the amount that it modifies the underlying curve" -#+ * FModifier|FModifierStepped.frame_end -> frame_end: float "Frame that modifiers influence ends (if applicable)" -#FModifier|FModifierStepped.frame_offset -> frame_offset: float "Reference number of frames before frames get held. Use to get hold for 1-3 vs 5-7 holding patterns" -#+ * FModifier|FModifierStepped.frame_start -> frame_start: float "Frame that modifiers influence starts (if applicable)" -#FModifier|FModifierStepped.frame_step -> frame_step: float "Number of frames to hold each value" -#+ * FModifier|FModifierStepped.use_frame_end -> use_frame_end: boolean "Restrict modifier to only act before its end frame" -#+ * FModifier|FModifierStepped.use_frame_start -> use_frame_start: boolean "Restrict modifier to only act after its start frame" -#FieldSettings.apply_to_location -> apply_to_location: boolean "Effect particles location" -#FieldSettings.apply_to_rotation -> apply_to_rotation: boolean "Effect particles dynamic rotation" -#FieldSettings.distance_max -> distance_max: float "Maximum distance for the field to work" -#FieldSettings.distance_min -> distance_min: float "Minimum distance for the fields fall-off" -#+ * FieldSettings.falloff_power -> falloff_power: float "Falloff power (real gravitational falloff = 2)" -#+ * FieldSettings.falloff_type -> falloff_type: enum "Fall-off shape" -#+ * FieldSettings.flow -> flow: float "Convert effector force into air flow velocity" -#+ * FieldSettings.guide_clump_amount -> guide_clump_amount: float "Amount of clumping" -#+ * FieldSettings.guide_clump_shape -> guide_clump_shape: float "Shape of clumping" -#+ * FieldSettings.guide_free -> guide_free: float "Guide-free time from particle lifes end" -#+ * FieldSettings.guide_kink_amplitude -> guide_kink_amplitude: float "The amplitude of the offset" -#+ * FieldSettings.guide_kink_axis -> guide_kink_axis: enum "Which axis to use for offset" -#+ * FieldSettings.guide_kink_frequency -> guide_kink_frequency: float "The frequency of the offset (1/total length)" -#+ * FieldSettings.guide_kink_shape -> guide_kink_shape: float "Adjust the offset to the beginning/end" -#+ * FieldSettings.guide_kink_type -> guide_kink_type: enum "Type of periodic offset on the curve" -#+ * FieldSettings.guide_minimum -> guide_minimum: float "The distance from which particles are affected fully" -#+ * FieldSettings.harmonic_damping -> harmonic_damping: float "Damping of the harmonic force" -#+ * FieldSettings.inflow -> inflow: float "Inwards component of the vortex force" -#+ * FieldSettings.linear_drag -> linear_drag: float "Drag component proportional to velocity" -#+ * FieldSettings.noise -> noise: float "Noise of the force" -#+ * FieldSettings.quadratic_drag -> quadratic_drag: float "Drag component proportional to the square of velocity" -#+ * FieldSettings.radial_falloff -> radial_falloff: float "Radial falloff power (real gravitational falloff = 2)" -#FieldSettings.radial_max -> radial_max: float "Maximum radial distance for the field to work" -#FieldSettings.radial_min -> radial_min: float "Minimum radial distance for the fields fall-off" -#+ * FieldSettings.rest_length -> rest_length: float "Rest length of the harmonic force" -#+ * FieldSettings.seed -> seed: int "Seed of the noise" -#+ * FieldSettings.shape -> shape: enum "Which direction is used to calculate the effector force" -#+ * FieldSettings.size -> size: float "Size of the noise" -#+ * FieldSettings.strength -> strength: float "Strength of force field" -#+ * FieldSettings.texture -> texture: pointer "Texture to use as force" -#+ * FieldSettings.texture_mode -> texture_mode: enum "How the texture effect is calculated (RGB & Curl need a RGB texture else Gradient will be used instead)" -#+ * FieldSettings.texture_nabla -> texture_nabla: float "Defines size of derivative offset used for calculating gradient and curl" -#+ * FieldSettings.type -> type: enum "Type of field" -#FieldSettings.use_2d_force -> use_2d_force: boolean "Apply force only in 2d" -#FieldSettings.use_absorption -> use_absorption: boolean "Force gets absorbed by collision objects" -#FieldSettings.use_global_coords -> use_global_coords: boolean "Use effector/global coordinates for turbulence" -#FieldSettings.use_guide_path_add -> use_guide_path_add: boolean "Based on distance/falloff it adds a portion of the entire path" -#+ * 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_max_distance: boolean "Use a maximum distance for the field to work" -#+ * FieldSettings.use_min_distance -> use_min_distance: boolean "Use a minimum distance for the fields fall-off" -#FieldSettings.use_multiple_springs -> use_multiple_springs: boolean "Every point is effected by multiple springs" -#FieldSettings.use_object_coords -> use_object_coords: boolean "Use object/global coordinates for texture" -#+ * 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 fields fall-off" -#FieldSettings.use_root_coords -> use_root_coords: boolean "Texture coordinates from root particle locations" -#+ * FieldSettings.z_direction -> z_direction: enum "Effect in full or only positive/negative Z direction" -#+ * FileSelectParams.directory -> directory: string "Directory displayed in the file browser" -#FileSelectParams.display_type -> display_type: enum "Display mode for the file list" -#FileSelectParams.filename -> filename: string "Active file in the file browser" -#FileSelectParams.show_hidden -> show_hidden: boolean "Hide hidden dot files" -#FileSelectParams.sort_method -> sort_method: enum "NO DESCRIPTION" -#+ * FileSelectParams.title -> title: string, "(read-only) Title for the file browser" -#FileSelectParams.use_filter -> use_filter: boolean "Enable filtering of files" -#FileSelectParams.use_filter_blender -> use_filter_blender: boolean "Show .blend files" -#FileSelectParams.use_filter_folder -> use_filter_folder: boolean "Show folders" -#FileSelectParams.use_filter_font -> use_filter_font: boolean "Show font files" -#FileSelectParams.use_filter_image -> use_filter_image: boolean "Show image files" -#FileSelectParams.use_filter_movie -> use_filter_movie: boolean "Show movie files" -#FileSelectParams.use_filter_script -> use_filter_script: boolean "Show script files" -#FileSelectParams.use_filter_sound -> use_filter_sound: boolean "Show sound files" -#FileSelectParams.use_filter_text -> use_filter_text: boolean "Show text files" -#+ * FluidSettings.type -> type: enum "Type of participation in the fluid simulation" -#+ * FluidSettings|ControlFluidSettings.attraction_radius -> attraction_radius: float "Specifies the force field radius around the control object" -#+ * FluidSettings|ControlFluidSettings.attraction_strength -> attraction_strength: float "Force strength for directional attraction towards the control object" -#+ * FluidSettings|ControlFluidSettings.end_time -> end_time: float "Specifies time when the control particles are deactivated" -#+ * FluidSettings|ControlFluidSettings.quality -> quality: float "Specifies the quality which is used for object sampling. (higher = better but slower)" -#+ * FluidSettings|ControlFluidSettings.start_time -> start_time: float "Specifies time when the control particles are activated" -#FluidSettings|ControlFluidSettings.use -> use: boolean "Object contributes to the fluid simulation" -#FluidSettings|ControlFluidSettings.use_reverse_frames -> use_reverse_frames: boolean "Reverse control object movement" -#+ * FluidSettings|ControlFluidSettings.velocity_radius -> velocity_radius: float "Specifies the force field radius around the control object" -#+ * 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.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)" -#+ * FluidSettings|DomainFluidSettings.memory_estimate -> memory_estimate: string, "(read-only) Estimated amount of memory needed for baking the domain" -#+ * FluidSettings|DomainFluidSettings.partial_slip_factor -> partial_slip_factor: float "Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip" -#+ * FluidSettings|DomainFluidSettings.preview_resolution -> preview_resolution: int "Preview resolution in X,Y and Z direction" -#+ * FluidSettings|DomainFluidSettings.render_display_mode -> render_display_mode: enum "How to display the mesh for rendering" -#+ * FluidSettings|DomainFluidSettings.resolution -> resolution: int "Domain resolution in X,Y and Z direction" -#FluidSettings|DomainFluidSettings.simulation_scale -> simulation_scale: float "Size of the simulation domain in metres" -#+ * FluidSettings|DomainFluidSettings.slip_type -> slip_type: enum "NO DESCRIPTION" -#+ * FluidSettings|DomainFluidSettings.start_time -> start_time: float "Simulation time of the first blender frame (in seconds)" -#FluidSettings|DomainFluidSettings.surface_smooth -> surface_smooth: float "Amount of surface smoothing. A value of 0 is off, 1 is normal smoothing and more than 1 is extra smoothing" -#+ * FluidSettings|DomainFluidSettings.surface_subdivisions -> surface_subdivisions: int "Number of isosurface subdivisions. This is necessary for the inclusion of particles into the surface generation. Warning - can lead to longer computation times!" -#+ * FluidSettings|DomainFluidSettings.tracer_particles -> tracer_particles: int "Number of tracer particles to generate" -#FluidSettings|DomainFluidSettings.use_reverse_frames -> use_reverse_frames: boolean "Reverse fluid frames" -#FluidSettings|DomainFluidSettings.use_speed_vectors -> use_speed_vectors: boolean "Generate speed vectors for vector blur" -#FluidSettings|DomainFluidSettings.use_time_override -> use_time_override: boolean "Use a custom start and end time (in seconds) instead of the scenes timeline" -#+ * FluidSettings|DomainFluidSettings.viewport_display_mode -> viewport_display_mode: enum "How to display the mesh in the viewport" -#+ * FluidSettings|DomainFluidSettings.viscosity_base -> viscosity_base: float "Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)" -#+ * FluidSettings|DomainFluidSettings.viscosity_exponent -> viscosity_exponent: int "Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6.)" -#+ * FluidSettings|DomainFluidSettings.viscosity_preset -> viscosity_preset: enum "Set viscosity of the fluid to a preset value, or use manual input" -#+ * FluidSettings|FluidFluidSettings.initial_velocity -> initial_velocity: float[3] "Initial velocity of fluid" -#FluidSettings|FluidFluidSettings.use -> use: boolean "Object contributes to the fluid simulation" -#FluidSettings|FluidFluidSettings.use_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|FluidFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type" -#+ * FluidSettings|InflowFluidSettings.inflow_velocity -> inflow_velocity: float[3] "Initial velocity of fluid" -#FluidSettings|InflowFluidSettings.use -> use: boolean "Object contributes to the fluid simulation" -#FluidSettings|InflowFluidSettings.use_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|InflowFluidSettings.use_local_coords -> use_local_coords: boolean "Use local coordinates for inflow. (e.g. for rotating objects)" -#+ * FluidSettings|InflowFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type" -#+ * FluidSettings|ObstacleFluidSettings.impact_factor -> impact_factor: float "This is an unphysical value for moving objects - it controls the impact an obstacle has on the fluid, =0 behaves a bit like outflow (deleting fluid), =1 is default, while >1 results in high forces. Can be used to tweak total mass" -#+ * FluidSettings|ObstacleFluidSettings.partial_slip_factor -> partial_slip_factor: float "Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip" -#+ * FluidSettings|ObstacleFluidSettings.slip_type -> slip_type: enum "NO DESCRIPTION" -#FluidSettings|ObstacleFluidSettings.use -> use: boolean "Object contributes to the fluid simulation" -#FluidSettings|ObstacleFluidSettings.use_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|ObstacleFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type" -#FluidSettings|OutflowFluidSettings.use -> use: boolean "Object contributes to the fluid simulation" -#FluidSettings|OutflowFluidSettings.use_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.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.use_drops -> use_drops: boolean "Show drop particles" -#FluidSettings|ParticleFluidSettings.use_floats -> use_floats: boolean "Show floating foam particles" -#+ * Function.description -> description: string, "(read-only) Description of the Functions purpose" -#+ * Function.identifier -> identifier: string, "(read-only) Unique name used in the code and scripting" -#Function.is_registered -> is_registered: boolean, "(read-only) Function is registered as callback as part of type registration" -#Function.is_registered_optional -> is_registered_optional: boolean, "(read-only) Function is optionally registered as callback part of type registration" -#+ * Function.parameters -> parameters: collection, "(read-only) Parameters for the function" -#Function.use_self -> use_self: boolean, "(read-only) Function does not pass its self as an argument (becomes a class method in python)" -#+ * GPencilFrame.frame_number -> frame_number: int "The frame on which this sketch appears" -#GPencilFrame.is_edited -> is_edited: boolean "Frame is being edited (painted on)" -#+ * GPencilFrame.select -> select: boolean "Frame is selected for editing in the DopeSheet" -#+ * GPencilFrame.strokes -> strokes: collection, "(read-only) Freehand curves defining the sketch on this frame" -#+ * GPencilLayer.active -> active: boolean "Set active layer for editing" -#+ * GPencilLayer.active_frame -> active_frame: pointer, "(read-only) Frame currently being displayed for this layer" -#GPencilLayer.alpha -> alpha: float "Layer Opacity" -#+ * GPencilLayer.color -> color: float[3] "Color for all strokes in this layer" -#+ * GPencilLayer.frames -> frames: collection, "(read-only) Sketches for this layer on different frames" -#GPencilLayer.ghost_range_max -> ghost_range_max: int "Maximum number of frames on either side of the active frame to show (0 = show the first available sketch on either side)" -#+ * GPencilLayer.hide -> hide: boolean "Set layer Visibility" -#+ * GPencilLayer.info -> info: string "Layer name" -#GPencilLayer.line_width -> line_width: int "Thickness of strokes (in pixels)" -#+ * GPencilLayer.lock -> lock: boolean "Protect layer from further editing and/or frame changes" -#GPencilLayer.lock_frame -> lock_frame: boolean "Lock current frame displayed by layer" -#+ * GPencilLayer.select -> 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_skinning: boolean "Ghost frames on either side of frame" -#+ * GPencilStroke.points -> points: collection, "(read-only) Stroke data points" -#+ * GPencilStrokePoint.co -> co: float[3] "NO DESCRIPTION" -#+ * GPencilStrokePoint.pressure -> pressure: float "Pressure of tablet at point when drawing it" -#+ * GameObjectSettings.actuators -> actuators: collection, "(read-only) Game engine actuators to act on events" -#GameObjectSettings.collision_bounds_type -> collision_bounds_type: enum "Selects the collision type" -#+ * GameObjectSettings.collision_margin -> collision_margin: float "Extra margin around object for collision detection, small amount required for stability" -#+ * GameObjectSettings.controllers -> controllers: collection, "(read-only) Game engine controllers to process events, connecting sensor to actuators" -#+ * GameObjectSettings.damping -> damping: float "General movement damping" -#+ * GameObjectSettings.form_factor -> form_factor: float "Form factor scales the inertia tensor" -#+ * GameObjectSettings.friction_coefficients -> friction_coefficients: float[3] "Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled" -#GameObjectSettings.lock_location_x -> lock_location_x: boolean "Disable simulation of linear motion along the X axis" -#GameObjectSettings.lock_location_y -> lock_location_y: boolean "Disable simulation of linear motion along the Y axis" -#GameObjectSettings.lock_location_z -> lock_location_z: boolean "Disable simulation of linear motion along the Z axis" -#GameObjectSettings.lock_rotation_x -> lock_rotation_x: boolean "Disable simulation of angular motion along the X axis" -#GameObjectSettings.lock_rotation_y -> lock_rotation_y: boolean "Disable simulation of angular motion along the Y axis" -#GameObjectSettings.lock_rotation_z -> lock_rotation_z: boolean "Disable simulation of angular motion along the Z axis" -#+ * GameObjectSettings.mass -> mass: float "Mass of the object" -#+ * GameObjectSettings.physics_type -> physics_type: enum "Selects the type of physical representation" -#+ * GameObjectSettings.properties -> properties: collection, "(read-only) Game engine properties" -#+ * GameObjectSettings.radius -> radius: float "Radius of bounding sphere and material physics" -#+ * GameObjectSettings.rotation_damping -> rotation_damping: float "General rotation damping" -#+ * GameObjectSettings.sensors -> sensors: collection, "(read-only) Game engine sensor to detect events" -#+ * GameObjectSettings.show_actuators -> show_actuators: boolean "Shows actuators for this object in the user interface" -#+ * GameObjectSettings.show_controllers -> show_controllers: boolean "Shows controllers for this object in the user interface" -#GameObjectSettings.show_debug_state -> show_debug_state: boolean "Print state debug info in the game engine" -#+ * GameObjectSettings.show_sensors -> show_sensors: boolean "Shows sensors for this object in the user interface" -#+ * GameObjectSettings.show_state_panel -> show_state_panel: boolean "Show state panel" -#+ * GameObjectSettings.soft_body -> soft_body: pointer, "(read-only) Settings for Bullet soft body simulation" -#GameObjectSettings.states_initial -> states_initial: boolean[30] "Initial state when the game starts" -#GameObjectSettings.states_visible -> states_visible: boolean[30] "State determining which controllers are displayed" -#+ * GameObjectSettings.use_activity_culling -> use_activity_culling: boolean "Disable simulation of angular motion along the Z axis" -#GameObjectSettings.use_actor -> use_actor: boolean "Object is detected by the Near and Radar sensor" -#GameObjectSettings.use_all_states -> use_all_states: boolean "Set all state bits" -#GameObjectSettings.use_anisotropic_friction -> use_anisotropic_friction: boolean "Enable anisotropic friction" -#+ * GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean "Specify a collision bounds type other than the default" -#GameObjectSettings.use_collision_compound -> use_collision_compound: boolean "Add children to form a compound collision object" -#GameObjectSettings.use_ghost -> use_ghost: boolean "Object does not restitute collisions, like a ghost" -#GameObjectSettings.use_material_physics -> use_material_physics: boolean "Use physics settings in materials" -#GameObjectSettings.use_rotate_from_normal -> use_rotate_from_normal: boolean "Use face normal to rotate object, so that it points away from the surface" -#GameObjectSettings.use_sleep -> use_sleep: boolean "Disable auto (de)activation in physics simulation" -#GameObjectSettings.used_states -> used_states: boolean[30], "(read-only) States which are being used by controllers" -#GameObjectSettings.velocity_max -> velocity_max: float "Clamp velocity to this maximum speed" -#GameObjectSettings.velocity_min -> velocity_min: float "Clamp velocity to this minimum speed (except when totally still)" -#+ * GameProperty.name -> name: string "Available as GameObject attributes in the game engines python API" -#GameProperty.show_debug -> show_debug: boolean "Print debug information for this property" -#+ * GameProperty.type -> type: enum "NO DESCRIPTION" -#+ * GameProperty|GameBooleanProperty.value -> value: boolean "Property value" -#+ * GameProperty|GameFloatProperty.value -> value: float "Property value" -#+ * GameProperty|GameIntProperty.value -> value: int "Property value" -#+ * GameProperty|GameStringProperty.value -> value: string "Property value" -#+ * GameProperty|GameTimerProperty.value -> value: float "Property value" -#+ * GameSoftBodySettings.cluster_iterations -> cluster_iterations: int "Specify the number of cluster iterations" -#GameSoftBodySettings.collision_margin -> collision_margin: float "Collision margin for soft body. Small value makes the algorithm unstable" -#+ * GameSoftBodySettings.dynamic_friction -> dynamic_friction: float "Dynamic Friction" -#GameSoftBodySettings.linear_stiffness -> linear_stiffness: float "Linear stiffness of the soft body links" -#GameSoftBodySettings.location_iterations -> location_iterations: int "Position solver iterations" -#GameSoftBodySettings.shape_threshold -> shape_threshold: float "Shape matching threshold" -#GameSoftBodySettings.use_bending_constraints -> use_bending_constraints: boolean "Enable bending constraints" -#GameSoftBodySettings.use_cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean "Enable cluster collision between soft and rigid body" -#GameSoftBodySettings.use_cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean "Enable cluster collision between soft and soft body" -#GameSoftBodySettings.use_shape_match -> use_shape_match: boolean "Enable soft body shape matching goal" -#GameSoftBodySettings.weld_threshold -> weld_threshold: float "Welding threshold: distance between nearby vertices to be considered equal => set to 0.0 to disable welding test and speed up scene loading (ok if the mesh has no duplicates)" -#+ * Header.bl_idname -> bl_idname: string "If this is set, the header gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is OBJECT_HT_hello, and bl_idname is not set by the script, then bl_idname = OBJECT_HT_hello" -#+ * Header.bl_space_type -> bl_space_type: enum "The space where the header is going to be used in." -#+ * Header.layout -> layout: pointer, "(read-only) Defines the structure of the header in the UI." -#+ * Histogram.mode -> mode: enum "Channels to display when drawing the histogram" -#+ * ID.library -> library: pointer, "(read-only) Library file the datablock is linked from" -#+ * ID.name -> name: string "Unique datablock ID name" -#+ * ID.tag -> tag: boolean "Tools can use this to tag data, (initial state is undefined)" -#ID.use_fake_user -> use_fake_user: boolean "Saves this datablock even if it has no users" -#+ * ID.users -> users: int, "(read-only) Number of times this datablock is referenced" -#+ * IDProperty.collection -> collection: collection, "(read-only)" -#+ * IDProperty.double -> double: float "NO DESCRIPTION" -#+ * IDProperty.double_array -> double_array: float[1] "NO DESCRIPTION" -#+ * IDProperty.float -> float: float "NO DESCRIPTION" -#+ * IDProperty.float_array -> float_array: float[1] "NO DESCRIPTION" -#+ * IDProperty.group -> group: pointer, "(read-only)" -#+ * IDProperty.int -> int: int "NO DESCRIPTION" -#+ * IDProperty.int_array -> int_array: int[1] "NO DESCRIPTION" -#+ * IDProperty.string -> string: string "NO DESCRIPTION" -#+ * IDPropertyGroup.name -> name: string "Unique name used in the code and scripting" -#+ * IDPropertyGroup|NetRenderJob.name -> name: string "NO DESCRIPTION" -#+ * IDPropertyGroup|NetRenderSettings.active_blacklisted_slave_index -> active_blacklisted_slave_index: int "NO DESCRIPTION" -#+ * IDPropertyGroup|NetRenderSettings.active_job_index -> active_job_index: int "NO DESCRIPTION" -#+ * IDPropertyGroup|NetRenderSettings.active_slave_index -> active_slave_index: int "NO DESCRIPTION" -#+ * IDPropertyGroup|NetRenderSettings.chunks -> chunks: int "Number of frame to dispatch to each slave in one chunk" -#+ * IDPropertyGroup|NetRenderSettings.job_category -> job_category: string "Category of the job" -#+ * IDPropertyGroup|NetRenderSettings.job_id -> job_id: string "id of the last sent render job" -#+ * IDPropertyGroup|NetRenderSettings.job_name -> job_name: string "Name of the job" -#+ * IDPropertyGroup|NetRenderSettings.jobs -> jobs: collection, "(read-only)" -#+ * IDPropertyGroup|NetRenderSettings.mode -> mode: enum "Mode of operation of this instance" -#+ * IDPropertyGroup|NetRenderSettings.path -> path: string "Path for temporary files" -#+ * IDPropertyGroup|NetRenderSettings.priority -> priority: int "Priority of the job" -#+ * IDPropertyGroup|NetRenderSettings.server_address -> server_address: string "IP or name of the master render server" -#+ * IDPropertyGroup|NetRenderSettings.server_port -> server_port: int "port of the master render server" -#+ * IDPropertyGroup|NetRenderSettings.slaves -> slaves: collection, "(read-only)" -#+ * IDPropertyGroup|NetRenderSettings.slaves_blacklist -> slaves_blacklist: collection, "(read-only)" -#IDPropertyGroup|NetRenderSettings.use_master_broadcast -> use_master_broadcast: boolean "broadcast master server address on local network" -#IDPropertyGroup|NetRenderSettings.use_master_clear -> use_master_clear: boolean "delete saved files on exit" -#IDPropertyGroup|NetRenderSettings.use_slave_clear -> use_slave_clear: boolean "delete downloaded files on exit" -#IDPropertyGroup|NetRenderSettings.use_slave_output_log -> use_slave_output_log: boolean "Output render text log to console as well as sending it to the master" -#IDPropertyGroup|NetRenderSettings.use_slave_thumb -> use_slave_thumb: boolean "Generate thumbnails on slaves instead of master" -#+ * IDPropertyGroup|NetRenderSlave.name -> name: string "NO DESCRIPTION" -#+ * IDPropertyGroup|OperatorFileListElement.name -> name: string "the name of a file or directory within a file list" -#+ * IDPropertyGroup|OperatorMousePath.loc -> loc: float[2] "Mouse location" -#+ * IDPropertyGroup|OperatorMousePath.time -> time: float "Time of mouse location" -#+ * IDPropertyGroup|OperatorStrokeElement.location -> location: float[3] "NO DESCRIPTION" -#+ * IDPropertyGroup|OperatorStrokeElement.mouse -> mouse: float[2] "NO DESCRIPTION" -#+ * IDPropertyGroup|OperatorStrokeElement.pen_flip -> pen_flip: boolean "NO DESCRIPTION" -#+ * IDPropertyGroup|OperatorStrokeElement.pressure -> pressure: float "Tablet pressure" -#+ * IDPropertyGroup|OperatorStrokeElement.time -> time: float "NO DESCRIPTION" -#+ * IDPropertyGroup|PoseTemplate.name -> name: string "NO DESCRIPTION" -#+ * IDPropertyGroup|PoseTemplateSettings.active_template_index -> active_template_index: int "NO DESCRIPTION" -#+ * IDPropertyGroup|PoseTemplateSettings.templates -> templates: collection, "(read-only)" -#IDPropertyGroup|PoseTemplateSettings.use_generate_deform_rig -> use_generate_deform_rig: boolean "Create a copy of the metarig, constrainted by the generated rig" -#+ * ID|Action.fcurves -> fcurves: collection, "(read-only) The individual F-Curves that make up the Action" -#+ * ID|Action.groups -> groups: collection, "(read-only) Convenient groupings of F-Curves" -#+ * ID|Action.pose_markers -> pose_markers: collection, "(read-only) Markers specific to this Action, for labeling poses" -#+ * ID|Armature.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" -#+ * ID|Armature.bones -> bones: collection, "(read-only)" -#ID|Armature.draw_type -> draw_type: enum "NO DESCRIPTION" -#+ * ID|Armature.edit_bones -> edit_bones: collection, "(read-only)" -#+ * ID|Armature.ghost_frame_end -> ghost_frame_end: int "End frame of range of Ghosts to display (not for Around Current Frame Onion-skinning method)" -#+ * ID|Armature.ghost_frame_start -> ghost_frame_start: int "Starting frame of range of Ghosts to display (not for Around Current Frame Onion-skinning method)" -#+ * ID|Armature.ghost_size -> ghost_size: int "Frame step for Ghosts (not for On Keyframes Onion-skinning method)" -#+ * ID|Armature.ghost_step -> ghost_step: int "Number of frame steps on either side of current frame to show as ghosts (only for Around Current Frame Onion-skinning method)" -#+ * ID|Armature.ghost_type -> ghost_type: enum "Method of Onion-skinning for active Action" -#ID|Armature.layers -> layers: boolean[32] "Armature layer visibility" -#ID|Armature.layers_protected -> layers_protected: boolean[32] "Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo" -#+ * ID|Armature.pose_position -> pose_position: enum "Show armature in binding pose or final posed state" -#ID|Armature.show_axes -> show_axes: boolean "Draw bone axes" -#ID|Armature.show_bone_custom_shapes -> show_bone_custom_shapes: boolean "Draw bones with their custom shapes" -#ID|Armature.show_group_colors -> show_group_colors: boolean "Draw bone group colors" -#ID|Armature.show_names -> show_names: boolean "Draw bone names" -#ID|Armature.show_only_ghost_selected -> show_only_ghost_selected: boolean "NO DESCRIPTION" -#ID|Armature.use_auto_ik -> use_auto_ik: boolean "Add temporaral IK constraints while grabbing bones in Pose Mode" -#ID|Armature.use_deform_delay -> use_deform_delay: boolean "Dont deform children when manipulating bones in Pose Mode" -#ID|Armature.use_deform_envelopes -> use_deform_envelopes: boolean "Enable Bone Envelopes when defining deform" -#ID|Armature.use_deform_preserve_volume -> use_deform_preserve_volume: boolean "Enable deform rotation with Quaternions" -#ID|Armature.use_deform_vertex_groups -> use_deform_vertex_groups: boolean "Enable Vertex Groups when defining deform" -#ID|Armature.use_mirror_x -> use_mirror_x: boolean "Apply changes to matching bone on opposite side of X-Axis" -#ID|Brush.auto_smooth_factor -> auto_smooth_factor: float "Amount of smoothing to automatically apply to each stroke" -#+ * ID|Brush.blend -> blend: enum "Brush blending mode" -#+ * ID|Brush.clone_alpha -> clone_alpha: float "Opacity of clone image display" -#+ * ID|Brush.clone_image -> clone_image: pointer "Image for clone tool" -#+ * ID|Brush.clone_offset -> clone_offset: float[2] "NO DESCRIPTION" -#+ * ID|Brush.color -> color: float[3] "NO DESCRIPTION" -#+ * ID|Brush.crease_pinch_factor -> crease_pinch_factor: float "How much the crease brush pinches" -#ID|Brush.cursor_color_add -> cursor_color_add: float[3] "Color of cursor when adding" -#ID|Brush.cursor_color_subtract -> cursor_color_subtract: float[3] "Color of cursor when subtracting" -#+ * ID|Brush.curve -> curve: pointer, "(read-only) Editable falloff curve" -#+ * ID|Brush.direction -> direction: enum "NO DESCRIPTION" -#+ * ID|Brush.icon_filepath -> icon_filepath: string "File path to brush icon" -#+ * ID|Brush.imagepaint_tool -> imagepaint_tool: enum "NO DESCRIPTION" -#+ * ID|Brush.jitter -> jitter: float "Jitter the position of the brush while painting" -#+ * ID|Brush.normal_weight -> normal_weight: float "How much grab will pull vertexes out of surface during a grab" -#+ * ID|Brush.plane_offset -> plane_offset: float "Adjusts plane on which the brush acts towards or away from the object surface" -#+ * ID|Brush.plane_trim -> plane_trim: float "If a vertex is further from offset plane than this then it is not affected" -#+ * ID|Brush.rate -> rate: float "Interval between paints for Airbrush" -#+ * ID|Brush.sculpt_plane -> sculpt_plane: enum "NO DESCRIPTION" -#+ * ID|Brush.sculpt_tool -> sculpt_tool: enum "NO DESCRIPTION" -#+ * ID|Brush.size -> size: int "Radius of the brush in pixels" -#+ * ID|Brush.smooth_stroke_factor -> smooth_stroke_factor: float "Higher values give a smoother stroke" -#+ * ID|Brush.smooth_stroke_radius -> smooth_stroke_radius: int "Minimum distance from last point before stroke continues" -#ID|Brush.spacing -> spacing: int "Spacing between brush daubs as a percentage of brush diameter" -#+ * ID|Brush.strength -> strength: float "How powerful the effect of the brush is when applied" -#+ * ID|Brush.stroke_method -> stroke_method: enum "NO DESCRIPTION" -#+ * ID|Brush.texture -> texture: pointer "NO DESCRIPTION" -#ID|Brush.texture_angle_source_no_random -> texture_angle_source_no_random: enum "NO DESCRIPTION" -#ID|Brush.texture_angle_source_random -> texture_angle_source_random: enum "NO DESCRIPTION" -#+ * ID|Brush.texture_overlay_alpha -> texture_overlay_alpha: int "NO DESCRIPTION" -#+ * ID|Brush.texture_sample_bias -> texture_sample_bias: float "Value added to texture samples" -#+ * ID|Brush.texture_slot -> texture_slot: pointer, "(read-only)" -#+ * ID|Brush.unprojected_radius -> unprojected_radius: float "Radius of brush in Blender units" -#+ * ID|Brush.use_accumulate -> use_accumulate: boolean "Accumulate stroke dabs on top of each other" -#+ * ID|Brush.use_adaptive_space -> use_adaptive_space: boolean "Space daubs according to surface orientation instead of screen space" -#+ * ID|Brush.use_airbrush -> use_airbrush: boolean "Keep applying paint effect while holding mouse (spray)" -#+ * ID|Brush.use_alpha -> use_alpha: boolean "When this is disabled, lock alpha while painting" -#+ * ID|Brush.use_anchor -> use_anchor: boolean "Keep the brush anchored to the initial location" -#+ * ID|Brush.use_custom_icon -> use_custom_icon: boolean "Set the brush icon from an image file" -#ID|Brush.use_edge_to_edge -> use_edge_to_edge: boolean "Drag anchor brush from edge-to-edge" -#+ * ID|Brush.use_frontface -> use_frontface: boolean "Brush only affects vertexes that face the viewer" -#+ * ID|Brush.use_inverse_smooth_pressure -> use_inverse_smooth_pressure: boolean "Lighter pressure causes more smoothing to be applied" -#+ * ID|Brush.use_locked_size -> use_locked_size: boolean "When locked brush stays same size relative to object; when unlocked brush size is given in pixels" -#+ * ID|Brush.use_offset_pressure -> use_offset_pressure: boolean "Enable tablet pressure sensitivity for offset" -#+ * ID|Brush.use_original_normal -> use_original_normal: boolean "When locked keep using normal of surface where stroke was initiated" -#+ * ID|Brush.use_paint_sculpt -> use_paint_sculpt: boolean "Use this brush in sculpt mode" -#+ * ID|Brush.use_paint_texture -> use_paint_texture: boolean "Use this brush in texture paint mode" -#+ * ID|Brush.use_paint_vertex -> use_paint_vertex: boolean "Use this brush in vertex paint mode" -#+ * ID|Brush.use_paint_weight -> use_paint_weight: boolean "Use this brush in weight paint mode" -#+ * ID|Brush.use_persistent -> use_persistent: boolean "Sculpts on a persistent layer of the mesh" -#+ * ID|Brush.use_plane_trim -> use_plane_trim: boolean "Enable Plane Trim" -#ID|Brush.use_pressure_jitter -> use_pressure_jitter: boolean "Enable tablet pressure sensitivity for jitter" -#ID|Brush.use_pressure_size -> use_pressure_size: boolean "Enable tablet pressure sensitivity for size" -#ID|Brush.use_pressure_spacing -> use_pressure_spacing: boolean "Enable tablet pressure sensitivity for spacing" -#ID|Brush.use_pressure_strength -> use_pressure_strength: boolean "Enable tablet pressure sensitivity for strength" -#+ * ID|Brush.use_rake -> use_rake: boolean "Rotate the brush texture to match the stroke direction" -#+ * ID|Brush.use_random_rotation -> use_random_rotation: boolean "Rotate the brush texture at random" -#ID|Brush.use_restore_mesh -> use_restore_mesh: boolean "Allows a single dot to be carefully positioned" -#+ * ID|Brush.use_smooth_stroke -> use_smooth_stroke: boolean "Brush lags behind mouse and follows a smoother path" -#+ * ID|Brush.use_space -> use_space: boolean "Limit brush application to the distance specified by spacing" -#+ * ID|Brush.use_space_atten -> use_space_atten: boolean "Automatically adjusts strength to give consistent results for different spacings" -#+ * ID|Brush.use_texture_overlay -> use_texture_overlay: boolean "Show texture in viewport" -#+ * ID|Brush.use_wrap -> use_wrap: boolean "Enable torus wrapping while painting" -#+ * ID|Brush.vertexpaint_tool -> vertexpaint_tool: enum "NO DESCRIPTION" -#+ * ID|Camera.angle -> angle: float "Perspective Camera lens field of view in degrees" -#+ * ID|Camera.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" -#+ * ID|Camera.clip_end -> clip_end: float "Camera far clipping distance" -#+ * ID|Camera.clip_start -> clip_start: float "Camera near clipping distance" -#+ * ID|Camera.dof_distance -> dof_distance: float "Distance to the focus point for depth of field" -#+ * ID|Camera.dof_object -> dof_object: pointer "Use this object to define the depth of field focal point" -#+ * ID|Camera.draw_size -> draw_size: float "Apparent size of the Camera object in the 3D View" -#+ * ID|Camera.lens -> lens: float "Perspective Camera lens value in millimeters" -#+ * ID|Camera.lens_unit -> lens_unit: enum "Unit to edit lens in for the user interface" -#+ * ID|Camera.ortho_scale -> ortho_scale: float "Orthographic Camera scale (similar to zoom)" -#+ * ID|Camera.passepartout_alpha -> passepartout_alpha: float "Opacity (alpha) of the darkened overlay in Camera view" -#+ * ID|Camera.shift_x -> shift_x: float "Perspective Camera horizontal shift" -#+ * ID|Camera.shift_y -> shift_y: float "Perspective Camera vertical shift" -#+ * ID|Camera.show_limits -> show_limits: boolean "Draw the clipping range and focus point on the camera" -#+ * ID|Camera.show_mist -> show_mist: boolean "Draw a line from the Camera to indicate the mist area" -#+ * ID|Camera.show_name -> show_name: boolean "Show the active Cameras name in Camera view" -#+ * ID|Camera.show_passepartout -> show_passepartout: boolean "Show a darkened overlay outside the image area in Camera view" -#+ * ID|Camera.show_title_safe -> show_title_safe: boolean "Show indicators for the title safe zone in Camera view" -#+ * ID|Camera.type -> type: enum "Camera types" -#ID|Camera.use_panorama -> use_panorama: boolean "Render the scene with a cylindrical camera for pseudo-fisheye lens effects" -#+ * ID|Curve.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" -#+ * ID|Curve.bevel_depth -> bevel_depth: float "Bevel depth when not using a bevel object" -#+ * ID|Curve.bevel_object -> bevel_object: pointer "Curve object name that defines the bevel shape" -#+ * ID|Curve.bevel_resolution -> bevel_resolution: int "Bevel resolution when depth is non-zero and no specific bevel object has been defined" -#+ * ID|Curve.dimensions -> dimensions: enum "Select 2D or 3D curve type" -#+ * ID|Curve.eval_time -> eval_time: float "Parametric position along the length of the curve that Objects following it should be at. Position is evaluated by dividing by the Path Length value" -#+ * ID|Curve.extrude -> extrude: float "Amount of curve extrusion when not using a bevel object" -#+ * ID|Curve.materials -> materials: collection, "(read-only)" -#ID|Curve.offset -> offset: float "Scale the original width (1.0) based on given factor" -#ID|Curve.path_duration -> path_duration: int "The number of frames that are needed to traverse the path, defining the maximum value for the Evaluation Time setting" -#+ * ID|Curve.render_resolution_u -> render_resolution_u: int "Surface resolution in U direction used while rendering. Zero skips this property" -#+ * ID|Curve.render_resolution_v -> render_resolution_v: int "Surface resolution in V direction used while rendering. Zero skips this property" -#+ * ID|Curve.resolution_u -> resolution_u: int "Surface resolution in U direction" -#+ * ID|Curve.resolution_v -> resolution_v: int "Surface resolution in V direction" -#+ * ID|Curve.shape_keys -> shape_keys: pointer, "(read-only)" -#ID|Curve.show_handles -> show_handles: boolean "Display bezier handles in editmode" -#ID|Curve.show_normal_face -> show_normal_face: boolean "Display 3D curve normals in editmode" -#+ * ID|Curve.splines -> splines: collection, "(read-only) Collection of splines in this curve data object" -#+ * ID|Curve.taper_object -> taper_object: pointer "Curve object name that defines the taper (width)" -#ID|Curve.texspace_location -> texspace_location: float[3] "Texture space location" -#+ * ID|Curve.texspace_size -> texspace_size: float[3] "Texture space size" -#+ * ID|Curve.twist_mode -> twist_mode: enum "The type of tilt calculation for 3D Curves" -#+ * ID|Curve.twist_smooth -> twist_smooth: float "Smoothing iteration for tangents" -#ID|Curve.use_auto_texspace -> use_auto_texspace: boolean "Adjusts active objects texture space automatically when transforming object" -#+ * ID|Curve.use_deform_bounds -> use_deform_bounds: boolean "Use the mesh bounds to clamp the deformation" -#ID|Curve.use_fill_back -> use_fill_back: boolean "Draw filled back for extruded/beveled curves" -#ID|Curve.use_fill_deform -> use_fill_deform: boolean "Fill curve after applying deformation" -#ID|Curve.use_fill_front -> use_fill_front: boolean "Draw filled front for extruded/beveled curves" -#ID|Curve.use_map_on_length -> use_map_on_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box" -#+ * ID|Curve.use_path -> use_path: boolean "Enable the curve to become a translation path" -#+ * ID|Curve.use_path_follow -> use_path_follow: boolean "Make curve path children to rotate along the path" -#+ * ID|Curve.use_radius -> use_radius: boolean "Option for paths: apply the curve radius with path following it and deforming" -#+ * ID|Curve.use_stretch -> use_stretch: boolean "Option for curve-deform: makes deformed child to stretch along entire path" -#+ * ID|Curve.use_time_offset -> use_time_offset: boolean "Children will use TimeOffs value as path distance offset" -#ID|Curve|SurfaceCurve.use_map_on_length -> use_map_on_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box" -#MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: int "NO DESCRIPTION" -#ID|Curve|TextCurve.align -> align: enum "Text align from the object center" -#+ * ID|Curve|TextCurve.body -> body: string "contents of this text object" -#+ * ID|Curve|TextCurve.body_format -> body_format: collection, "(read-only) Stores the style of each character" -#+ * ID|Curve|TextCurve.edit_format -> edit_format: pointer, "(read-only) Editing settings character formatting" -#+ * ID|Curve|TextCurve.family -> family: string "Use Blender Objects as font characters. Give font objects a common name followed by the character it represents, eg. familya, familyb etc, and turn on Verts Duplication" -#ID|Curve|TextCurve.follow_curve -> follow_curve: pointer "Curve deforming text object" -#+ * ID|Curve|TextCurve.font -> font: pointer "NO DESCRIPTION" -#+ * ID|Curve|TextCurve.offset_x -> offset_x: float "Horizontal offset from the object origin" -#+ * ID|Curve|TextCurve.offset_y -> offset_y: float "Vertical offset from the object origin" -#+ * ID|Curve|TextCurve.shear -> shear: float "Italic angle of the characters" -#ID|Curve|TextCurve.size -> size: float "NO DESCRIPTION" -#+ * ID|Curve|TextCurve.small_caps_scale -> small_caps_scale: float "Scale of small capitals" -#ID|Curve|TextCurve.space_character -> space_character: float "NO DESCRIPTION" -#ID|Curve|TextCurve.space_line -> space_line: float "NO DESCRIPTION" -#ID|Curve|TextCurve.space_word -> space_word: float "NO DESCRIPTION" -#ID|Curve|TextCurve.text_boxes -> text_boxes: collection, "(read-only)" -#ID|Curve|TextCurve.underline_height -> underline_height: float "NO DESCRIPTION" -#ID|Curve|TextCurve.underline_position -> underline_position: float "Vertical position of underline" -#ID|Curve|TextCurve.use_fast_edit -> use_fast_edit: boolean "Dont fill polygons while editing" -#ID|Curve|TextCurve.use_map_on_length -> use_map_on_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box" -#+ * ID|GreasePencil.draw_mode -> draw_mode: enum "NO DESCRIPTION" -#+ * ID|GreasePencil.layers -> layers: collection, "(read-only)" -#+ * ID|GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean "Only use the first and last parts of the stroke for snapping" -#+ * ID|Group.dupli_offset -> dupli_offset: float[3] "Offset from the origin to use when instancing as DupliGroup" -#ID|Group.layers -> layers: boolean[20] "Layers visible when this groups is instanced as a dupli" -#+ * ID|Group.objects -> objects: collection, "(read-only) A collection of this groups objects" -#+ * ID|Image.bindcode -> bindcode: int, "(read-only) OpenGL bindcode" -#+ * ID|Image.depth -> depth: int, "(read-only) Image bit depth" -#+ * ID|Image.display_aspect -> display_aspect: float[2] "Display Aspect for this image, does not affect rendering" -#+ * ID|Image.field_order -> field_order: enum "Order of video fields. Select which lines are displayed first" -#+ * ID|Image.file_format -> file_format: enum "Format used for re-saving this file" -#+ * ID|Image.filepath -> filepath: string "Image/Movie file name" -#+ * ID|Image.filepath_raw -> filepath_raw: string "Image/Movie file name (without data refreshing)" -#ID|Image.fps -> fps: int "Speed of the animation in frames per second" -#ID|Image.frame_end -> frame_end: int "End frame of an animated texture" -#ID|Image.frame_start -> frame_start: int "Start frame of an animated texture" -#+ * ID|Image.generated_height -> generated_height: int "Generated image height" -#+ * ID|Image.generated_type -> generated_type: enum "Generated image type" -#+ * ID|Image.generated_width -> generated_width: int "Generated image width" -#+ * ID|Image.has_data -> has_data: boolean, "(read-only) True if this image has data" -#ID|Image.is_dirty -> is_dirty: boolean, "(read-only) Image has changed and is not saved" -#+ * ID|Image.mapping -> mapping: enum "Mapping type to use for this image in the game engine" -#+ * ID|Image.packed_file -> packed_file: pointer, "(read-only)" -#+ * ID|Image.size -> size: int[2], "(read-only) Width and height in pixels, zero when image data cant be loaded" -#+ * ID|Image.source -> source: enum "Where the image comes from" -#+ * ID|Image.tiles_x -> tiles_x: int "Degree of repetition in the X direction" -#+ * ID|Image.tiles_y -> tiles_y: int "Degree of repetition in the Y direction" -#+ * ID|Image.type -> type: enum, "(read-only) How to generate the image" -#ID|Image.use_animation -> use_animation: boolean "Use as animated texture in the game engine" -#ID|Image.use_clamp_x -> use_clamp_x: boolean "Disable texture repeating horizontally" -#ID|Image.use_clamp_y -> use_clamp_y: boolean "Disable texture repeating vertically" -#ID|Image.use_fields -> use_fields: boolean "Use fields of the image" -#ID|Image.use_premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" -#ID|Image.use_tiles -> use_tiles: boolean "Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)" -#+ * ID|Key.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" -#+ * ID|Key.keys -> keys: collection, "(read-only) Shape keys" -#+ * ID|Key.reference_key -> reference_key: pointer, "(read-only)" -#+ * ID|Key.slurph -> slurph: int "Creates a delay in amount of frames in applying keypositions, first vertex goes first" -#ID|Key.use_relative -> use_relative: boolean "Makes shape keys relative" -#+ * ID|Key.user -> user: pointer, "(read-only) Datablock using these shape keys" -#+ * ID|Lamp.active_texture -> active_texture: pointer "Active texture slot being displayed" -#+ * ID|Lamp.active_texture_index -> active_texture_index: int "Index of active texture slot" -#+ * ID|Lamp.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" -#+ * ID|Lamp.color -> color: float[3] "Light color" -#+ * ID|Lamp.distance -> distance: float "Falloff distance - the light is at half the original intensity at this point" -#+ * ID|Lamp.energy -> energy: float "Amount of light that the lamp emits" -#+ * ID|Lamp.texture_slots -> texture_slots: collection, "(read-only) Texture slots defining the mapping and influence of textures" -#+ * ID|Lamp.type -> type: enum "Type of Lamp" -#ID|Lamp.use_diffuse -> use_diffuse: boolean "Lamp does diffuse shading" -#ID|Lamp.use_negative -> use_negative: boolean "Lamp casts negative light" -#ID|Lamp.use_own_layer -> use_own_layer: boolean "Illuminates objects only on the same layer the lamp is on" -#ID|Lamp.use_specular -> use_specular: boolean "Lamp creates specular highlights" -#+ * ID|Lamp|AreaLamp.gamma -> gamma: float "Light gamma correction value" -#+ * ID|Lamp|AreaLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)" -#+ * ID|Lamp|AreaLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp" -#+ * ID|Lamp|AreaLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with" -#ID|Lamp|AreaLamp.shadow_ray_sample_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower" -#+ * ID|Lamp|AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x: int "Amount of samples taken extra (samples x samples)" -#+ * ID|Lamp|AreaLamp.shadow_ray_samples_y -> shadow_ray_samples_y: int "Amount of samples taken extra (samples x samples)" -#+ * ID|Lamp|AreaLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)" -#+ * ID|Lamp|AreaLamp.shape -> shape: enum "Shape of the area lamp" -#+ * ID|Lamp|AreaLamp.size -> size: float "Size of the area of the area Lamp, X direction size for Rectangle shapes" -#+ * ID|Lamp|AreaLamp.size_y -> size_y: float "Size of the area of the area Lamp in the Y direction for Rectangle shapes" -#ID|Lamp|AreaLamp.use_dither -> use_dither: boolean "Use 2x2 dithering for sampling (Constant Jittered sampling)" -#ID|Lamp|AreaLamp.use_jitter -> use_jitter: boolean "Use noise for sampling (Constant Jittered sampling)" -#ID|Lamp|AreaLamp.use_only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects" -#ID|Lamp|AreaLamp.use_shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows" -#ID|Lamp|AreaLamp.use_umbra -> use_umbra: boolean "Emphasize parts that are fully shadowed (Constant Jittered sampling)" -#+ * ID|Lamp|PointLamp.falloff_curve -> falloff_curve: pointer, "(read-only) Custom Lamp Falloff Curve" -#+ * ID|Lamp|PointLamp.falloff_type -> falloff_type: enum "Intensity Decay with distance" -#+ * ID|Lamp|PointLamp.linear_attenuation -> linear_attenuation: float "Linear distance attenuation" -#+ * ID|Lamp|PointLamp.quadratic_attenuation -> quadratic_attenuation: float "Quadratic distance attenuation" -#+ * ID|Lamp|PointLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)" -#+ * ID|Lamp|PointLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp" -#+ * ID|Lamp|PointLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with" -#ID|Lamp|PointLamp.shadow_ray_sample_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower" -#+ * ID|Lamp|PointLamp.shadow_ray_samples -> shadow_ray_samples: int "Amount of samples taken extra (samples x samples)" -#+ * ID|Lamp|PointLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)" -#ID|Lamp|PointLamp.use_only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects" -#ID|Lamp|PointLamp.use_shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows" -#ID|Lamp|PointLamp.use_sphere -> use_sphere: boolean "Sets light intensity to zero beyond lamp distance" -#+ * ID|Lamp|SpotLamp.compression_threshold -> compression_threshold: float "Deep shadow map compression threshold" -#+ * ID|Lamp|SpotLamp.falloff_curve -> falloff_curve: pointer, "(read-only) Custom Lamp Falloff Curve" -#+ * ID|Lamp|SpotLamp.falloff_type -> falloff_type: enum "Intensity Decay with distance" -#+ * ID|Lamp|SpotLamp.halo_intensity -> halo_intensity: float "Brightness of the spotlights halo cone (Buffer Shadows)" -#+ * ID|Lamp|SpotLamp.halo_step -> halo_step: int "Volumetric halo sampling frequency" -#+ * ID|Lamp|SpotLamp.linear_attenuation -> linear_attenuation: float "Linear distance attenuation" -#+ * ID|Lamp|SpotLamp.quadratic_attenuation -> quadratic_attenuation: float "Quadratic distance attenuation" -#+ * ID|Lamp|SpotLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)" -#+ * ID|Lamp|SpotLamp.shadow_buffer_bias -> shadow_buffer_bias: float "Shadow buffer sampling bias" -#+ * ID|Lamp|SpotLamp.shadow_buffer_clip_end -> shadow_buffer_clip_end: float "Shadow map clip end beyond which objects will not generate shadows" -#+ * ID|Lamp|SpotLamp.shadow_buffer_clip_start -> shadow_buffer_clip_start: float "Shadow map clip start: objects closer will not generate shadows" -#+ * ID|Lamp|SpotLamp.shadow_buffer_samples -> shadow_buffer_samples: int "Number of shadow buffer samples" -#+ * ID|Lamp|SpotLamp.shadow_buffer_size -> shadow_buffer_size: int "Resolution of the shadow buffer, higher values give crisper shadows but use more memory" -#+ * ID|Lamp|SpotLamp.shadow_buffer_soft -> shadow_buffer_soft: float "Size of shadow buffer sampling area" -#+ * ID|Lamp|SpotLamp.shadow_buffer_type -> shadow_buffer_type: enum "Type of shadow buffer" -#+ * ID|Lamp|SpotLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp" -#+ * ID|Lamp|SpotLamp.shadow_filter_type -> shadow_filter_type: enum "Type of shadow filter (Buffer Shadows)" -#+ * ID|Lamp|SpotLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with" -#ID|Lamp|SpotLamp.shadow_ray_sample_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower" -#+ * ID|Lamp|SpotLamp.shadow_ray_samples -> shadow_ray_samples: int "Amount of samples taken extra (samples x samples)" -#+ * ID|Lamp|SpotLamp.shadow_sample_buffers -> shadow_sample_buffers: enum "Number of shadow buffers to render for better AA, this increases memory usage" -#+ * ID|Lamp|SpotLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)" -#+ * ID|Lamp|SpotLamp.show_cone -> show_cone: boolean "Draw transparent cone in 3D view to visualize which objects are contained in it" -#+ * ID|Lamp|SpotLamp.spot_blend -> spot_blend: float "The softness of the spotlight edge" -#+ * ID|Lamp|SpotLamp.spot_size -> spot_size: float "Angle of the spotlight beam in degrees" -#ID|Lamp|SpotLamp.use_auto_clip_end -> use_auto_clip_end: boolean "Automatic calculation of clipping-end, based on visible vertices" -#ID|Lamp|SpotLamp.use_auto_clip_start -> use_auto_clip_start: boolean "Automatic calculation of clipping-start, based on visible vertices" -#ID|Lamp|SpotLamp.use_halo -> use_halo: boolean "Renders spotlight with a volumetric halo (Buffer Shadows)" -#ID|Lamp|SpotLamp.use_only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects" -#ID|Lamp|SpotLamp.use_shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows" -#ID|Lamp|SpotLamp.use_sphere -> use_sphere: boolean "Sets light intensity to zero beyond lamp distance" -#ID|Lamp|SpotLamp.use_square -> use_square: boolean "Casts a square spot light shape" -#+ * ID|Lamp|SunLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)" -#+ * ID|Lamp|SunLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp" -#+ * ID|Lamp|SunLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with" -#ID|Lamp|SunLamp.shadow_ray_sample_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower" -#+ * ID|Lamp|SunLamp.shadow_ray_samples -> shadow_ray_samples: int "Amount of samples taken extra (samples x samples)" -#+ * ID|Lamp|SunLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)" -#+ * ID|Lamp|SunLamp.sky -> sky: pointer, "(read-only) Sky related settings for sun lamps" -#ID|Lamp|SunLamp.use_only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects" -#ID|Lamp|SunLamp.use_shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows" -#+ * ID|Lattice.interpolation_type_u -> interpolation_type_u: enum "NO DESCRIPTION" -#+ * ID|Lattice.interpolation_type_v -> interpolation_type_v: enum "NO DESCRIPTION" -#+ * ID|Lattice.interpolation_type_w -> interpolation_type_w: enum "NO DESCRIPTION" -#+ * ID|Lattice.points -> points: collection, "(read-only) Points of the lattice" -#+ * ID|Lattice.points_u -> points_u: int "Points in U direction (cant be changed when there are shape keys)" -#+ * ID|Lattice.points_v -> points_v: int "Points in V direction (cant be changed when there are shape keys)" -#+ * ID|Lattice.points_w -> points_w: int "Points in W direction (cant be changed when there are shape keys)" -#+ * ID|Lattice.shape_keys -> shape_keys: pointer, "(read-only)" -#ID|Lattice.use_outside -> use_outside: boolean "Only draw, and take into account, the outer vertices" -#+ * ID|Lattice.vertex_group -> vertex_group: string "Vertex group to apply the influence of the lattice" -#+ * ID|Library.filepath -> filepath: string "Path to the library .blend file" -#+ * ID|Library.parent -> parent: pointer, "(read-only)" -#+ * ID|Material.active_node_material -> active_node_material: pointer "Active node material" -#+ * ID|Material.active_texture -> active_texture: pointer "Active texture slot being displayed" -#+ * ID|Material.active_texture_index -> active_texture_index: int "Index of active texture slot" -#+ * ID|Material.alpha -> alpha: float "Alpha transparency of the material" -#+ * ID|Material.ambient -> ambient: float "Amount of global ambient color the material receives" -#+ * ID|Material.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" -#+ * ID|Material.darkness -> darkness: float "Minnaert darkness" -#+ * ID|Material.diffuse_color -> diffuse_color: float[3] "NO DESCRIPTION" -#+ * ID|Material.diffuse_fresnel -> diffuse_fresnel: float "Power of Fresnel" -#+ * ID|Material.diffuse_fresnel_factor -> diffuse_fresnel_factor: float "Blending factor of Fresnel" -#+ * ID|Material.diffuse_intensity -> diffuse_intensity: float "Amount of diffuse reflection" -#+ * ID|Material.diffuse_ramp -> diffuse_ramp: pointer, "(read-only) Color ramp used to affect diffuse shading" -#+ * ID|Material.diffuse_ramp_blend -> diffuse_ramp_blend: enum "NO DESCRIPTION" -#+ * ID|Material.diffuse_ramp_factor -> diffuse_ramp_factor: float "Blending factor (also uses alpha in Colorband)" -#+ * ID|Material.diffuse_ramp_input -> diffuse_ramp_input: enum "NO DESCRIPTION" -#+ * ID|Material.diffuse_shader -> diffuse_shader: enum "NO DESCRIPTION" -#+ * ID|Material.diffuse_toon_size -> diffuse_toon_size: float "Size of diffuse toon area" -#+ * ID|Material.diffuse_toon_smooth -> diffuse_toon_smooth: float "Smoothness of diffuse toon area" -#+ * ID|Material.emit -> emit: float "Amount of light to emit" -#+ * ID|Material.halo -> halo: pointer, "(read-only) Halo settings for the material" -#+ * ID|Material.invert_z -> invert_z: boolean "Renders materials faces with an inverted Z buffer (scanline only)" -#+ * ID|Material.light_group -> light_group: pointer "Limit lighting to lamps in this Group" -#+ * ID|Material.mirror_color -> mirror_color: float[3] "Mirror color of the material" -#+ * ID|Material.node_tree -> node_tree: pointer, "(read-only) Node tree for node based materials" -#ID|Material.offset_z -> offset_z: float "Gives faces an artificial offset in the Z buffer for Z transparency" -#+ * ID|Material.physics -> physics: pointer, "(read-only) Game physics settings" -#+ * ID|Material.preview_render_type -> preview_render_type: enum "Type of preview render" -#+ * ID|Material.raytrace_mirror -> raytrace_mirror: pointer, "(read-only) Raytraced reflection settings for the material" -#+ * ID|Material.raytrace_transparency -> raytrace_transparency: pointer, "(read-only) Raytraced transparency settings for the material" -#+ * ID|Material.roughness -> roughness: float "Oren-Nayar Roughness" -#+ * ID|Material.shadow_buffer_bias -> shadow_buffer_bias: float "Factor to multiply shadow buffer bias with (0 is ignore.)" -#ID|Material.shadow_cast_alpha -> shadow_cast_alpha: float "Shadow casting alpha, in use for Irregular and Deep shadow buffer" -#+ * ID|Material.shadow_ray_bias -> shadow_ray_bias: float "Shadow raytracing bias to prevent terminator problems on shadow boundary" -#+ * ID|Material.specular_alpha -> specular_alpha: float "Alpha transparency for specular areas" -#+ * ID|Material.specular_color -> specular_color: float[3] "Specular color of the material" -#+ * ID|Material.specular_hardness -> specular_hardness: int "NO DESCRIPTION" -#+ * ID|Material.specular_intensity -> specular_intensity: float "NO DESCRIPTION" -#+ * ID|Material.specular_ior -> specular_ior: float "NO DESCRIPTION" -#+ * ID|Material.specular_ramp -> specular_ramp: pointer, "(read-only) Color ramp used to affect specular shading" -#+ * ID|Material.specular_ramp_blend -> specular_ramp_blend: enum "NO DESCRIPTION" -#+ * ID|Material.specular_ramp_factor -> specular_ramp_factor: float "Blending factor (also uses alpha in Colorband)" -#+ * ID|Material.specular_ramp_input -> specular_ramp_input: enum "NO DESCRIPTION" -#+ * ID|Material.specular_shader -> specular_shader: enum "NO DESCRIPTION" -#+ * ID|Material.specular_slope -> specular_slope: float "The standard deviation of surface slope" -#+ * ID|Material.specular_toon_size -> specular_toon_size: float "Size of specular toon area" -#+ * ID|Material.specular_toon_smooth -> specular_toon_smooth: float "Smoothness of specular toon area" -#+ * ID|Material.strand -> strand: pointer, "(read-only) Strand settings for the material" -#+ * ID|Material.subsurface_scattering -> subsurface_scattering: pointer, "(read-only) Subsurface scattering settings for the material" -#+ * ID|Material.texture_slots -> texture_slots: collection, "(read-only) Texture slots defining the mapping and influence of textures" -#+ * ID|Material.translucency -> translucency: float "Amount of diffuse shading on the back side" -#+ * ID|Material.transparency_method -> transparency_method: enum "Method to use for rendering transparency" -#+ * ID|Material.type -> type: enum "Material type defining how the object is rendered" -#ID|Material.use_cast_approximate -> use_cast_approximate: boolean "Allow this material to cast shadows when using approximate ambient occlusion." -#ID|Material.use_cast_buffer_shadows -> use_cast_buffer_shadows: boolean "Allow this material to cast shadows from shadow buffer lamps" -#ID|Material.use_cast_shadows_only -> use_cast_shadows_only: boolean "Makes objects with this material appear invisible, only casting shadows (not rendered)" -#ID|Material.use_cubic -> use_cubic: boolean "Use cubic interpolation for diffuse values, for smoother transitions" -#+ * ID|Material.use_diffuse_ramp -> use_diffuse_ramp: boolean "Toggle diffuse ramp operations" -#ID|Material.use_face_texture -> use_face_texture: boolean "Replaces the objects base color with color from face assigned image textures" -#ID|Material.use_face_texture_alpha -> use_face_texture_alpha: boolean "Replaces the objects base alpha value with alpha from face assigned image textures" -#ID|Material.use_full_oversampling -> use_full_oversampling: boolean "Force this material to render full shading/textures for all anti-aliasing samples" -#ID|Material.use_light_group_exclusive -> use_light_group_exclusive: boolean "Material uses the light group exclusively - these lamps are excluded from other scene lighting" -#ID|Material.use_mist -> use_mist: boolean "Use mist with this material (in world settings)" -#+ * ID|Material.use_nodes -> use_nodes: boolean "Use shader nodes to render the material" -#ID|Material.use_object_color -> use_object_color: boolean "Modulate the result with a per-object color" -#ID|Material.use_only_shadow -> use_only_shadow: boolean "Renders shadows as the materials alpha value, making materials transparent except for shadowed areas" -#ID|Material.use_ray_shadow_bias -> use_ray_shadow_bias: boolean "Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)" -#ID|Material.use_raytrace -> use_raytrace: boolean "Include this material and geometry that uses it in ray tracing calculations" -#ID|Material.use_shadeless -> use_shadeless: boolean "Makes this material insensitive to light or shadow" -#ID|Material.use_shadows -> use_shadows: boolean "Allows this material to receive shadows" -#+ * ID|Material.use_sky -> use_sky: boolean "Renders this material with zero alpha, with sky background in place (scanline only)" -#+ * ID|Material.use_specular_ramp -> use_specular_ramp: boolean "Toggle specular ramp operations" -#ID|Material.use_tangent_shading -> use_tangent_shading: boolean "Use the materials tangent vector instead of the normal for shading - for anisotropic shading effects" -#+ * ID|Material.use_textures -> use_textures: boolean[18] "Enable/Disable each texture" -#ID|Material.use_transparency -> use_transparency: boolean "Render material as transparent" -#ID|Material.use_transparent_shadows -> use_transparent_shadows: boolean "Allow this object to receive transparent shadows casted through other objects" -#ID|Material.use_vertex_color_light -> use_vertex_color_light: boolean "Add vertex colors as additional lighting" -#ID|Material.use_vertex_color_paint -> use_vertex_color_paint: boolean "Replaces object base color with vertex colors (multiplies with texture face face assigned textures)" -#+ * ID|Material.volume -> volume: pointer, "(read-only) Volume settings for the material" -#+ * ID|Mesh.active_uv_texture_index -> active_uv_texture_index: int "Active UV texture index" -#+ * ID|Mesh.active_vertex_color_index -> active_vertex_color_index: int "Active vertex color index" -#+ * ID|Mesh.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" -#ID|Mesh.auto_smooth_angle -> auto_smooth_angle: int "Defines maximum angle between face normals that Auto Smooth will operate on" -#+ * ID|Mesh.edges -> edges: collection, "(read-only) Edges of the mesh" -#+ * ID|Mesh.faces -> faces: collection, "(read-only) Faces of the mesh" -#ID|Mesh.layers_float -> layers_float: collection, "(read-only)" -#ID|Mesh.layers_int -> layers_int: collection, "(read-only)" -#ID|Mesh.layers_string -> layers_string: collection, "(read-only)" -#+ * ID|Mesh.materials -> materials: collection, "(read-only)" -#+ * ID|Mesh.shape_keys -> shape_keys: pointer, "(read-only)" -#ID|Mesh.show_all_edges -> show_all_edges: boolean "Displays all edges for wireframe in all view modes in the 3D view" -#ID|Mesh.show_double_sided -> show_double_sided: boolean "Render/display the mesh with double or single sided lighting" -#ID|Mesh.show_edge_bevel_weight -> show_edge_bevel_weight: boolean "Displays weights created for the Bevel modifier" -#ID|Mesh.show_edge_crease -> show_edge_crease: boolean "Displays creases created for subsurf weighting" -#ID|Mesh.show_edge_seams -> show_edge_seams: boolean "Displays UV unwrapping seams" -#ID|Mesh.show_edge_sharp -> show_edge_sharp: boolean "Displays sharp edges, used with the EdgeSplit modifier" -#ID|Mesh.show_edges -> show_edges: boolean "Displays selected edges using highlights in the 3D view and UV editor" -#ID|Mesh.show_extra_edge_angle -> show_extra_edge_angle: boolean "Displays the angles in the selected edges in degrees, Using global values when set in the transform panel" -#ID|Mesh.show_extra_edge_length -> show_extra_edge_length: boolean "Displays selected edge lengths, Using global values when set in the transform panel" -#ID|Mesh.show_extra_face_area -> show_extra_face_area: boolean "Displays the area of selected faces, Using global values when set in the transform panel" -#ID|Mesh.show_faces -> show_faces: boolean "Displays all faces as shades in the 3D view and UV editor" -#ID|Mesh.show_normal_face -> show_normal_face: boolean "Displays face normals as lines" -#ID|Mesh.show_normal_vertex -> show_normal_vertex: boolean "Displays vertex normals as lines" -#+ * ID|Mesh.sticky -> sticky: collection, "(read-only) Sticky texture coordinates" -#+ * ID|Mesh.texco_mesh -> texco_mesh: pointer "Derive texture coordinates from another mesh" -#ID|Mesh.texspace_location -> texspace_location: float[3] "Texture space location" -#+ * ID|Mesh.texspace_size -> texspace_size: float[3] "Texture space size" -#+ * ID|Mesh.texture_mesh -> texture_mesh: pointer "Use another mesh for texture indices (vertex indices must be aligned)" -#+ * ID|Mesh.total_edge_sel -> total_edge_sel: int, "(read-only) Selected edge count in editmode" -#+ * ID|Mesh.total_face_sel -> total_face_sel: int, "(read-only) Selected face count in editmode" -#+ * ID|Mesh.total_vert_sel -> total_vert_sel: int, "(read-only) Selected vertex count in editmode" -#ID|Mesh.use_auto_smooth -> use_auto_smooth: boolean "Treats all set-smoothed faces with angles less than the specified angle as smooth during render" -#ID|Mesh.use_auto_texspace -> use_auto_texspace: boolean "Adjusts active objects texture space automatically when transforming object" -#+ * ID|Mesh.use_mirror_topology -> use_mirror_topology: boolean "Use topology based mirroring" -#+ * ID|Mesh.use_mirror_x -> use_mirror_x: boolean "X Axis mirror editing" -#+ * ID|Mesh.use_paint_mask -> use_paint_mask: boolean "Face selection masking for painting" -#+ * ID|Mesh.uv_texture_clone -> uv_texture_clone: pointer "UV texture to be used as cloning source" -#+ * ID|Mesh.uv_texture_clone_index -> uv_texture_clone_index: int "Clone UV texture index" -#+ * ID|Mesh.uv_texture_stencil -> uv_texture_stencil: pointer "UV texture to mask the painted area" -#+ * ID|Mesh.uv_texture_stencil_index -> uv_texture_stencil_index: int "Mask UV texture index" -#+ * ID|Mesh.uv_textures -> uv_textures: collection, "(read-only)" -#+ * ID|Mesh.vertex_colors -> vertex_colors: collection, "(read-only)" -#ID|Mesh.vertices -> vertices: collection, "(read-only) Vertices of the mesh" -#+ * ID|MetaBall.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" -#+ * ID|MetaBall.elements -> elements: collection, "(read-only) Meta elements" -#+ * ID|MetaBall.materials -> materials: collection, "(read-only)" -#ID|MetaBall.render_resolution -> render_resolution: float "Polygonization resolution in rendering" -#ID|MetaBall.resolution -> resolution: float "Polygonization resolution in the 3D viewport" -#ID|MetaBall.texspace_location -> texspace_location: float[3] "Texture space location" -#+ * ID|MetaBall.texspace_size -> texspace_size: float[3] "Texture space size" -#+ * ID|MetaBall.threshold -> threshold: float "Influence of meta elements" -#ID|MetaBall.update_method -> update_method: enum "Metaball edit update behavior" -#ID|MetaBall.use_auto_texspace -> use_auto_texspace: boolean "Adjusts active objects texture space automatically when transforming object" -#+ * ID|NodeTree.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" -#+ * ID|NodeTree.grease_pencil -> grease_pencil: pointer "Grease Pencil datablock" -#+ * ID|NodeTree.nodes -> nodes: collection, "(read-only)" -#+ * ID|Object.active_material -> active_material: pointer "Active material being displayed" -#+ * ID|Object.active_material_index -> active_material_index: int "Index of active material slot" -#+ * ID|Object.active_particle_system -> active_particle_system: pointer, "(read-only) Active particle system being displayed" -#+ * ID|Object.active_particle_system_index -> active_particle_system_index: int "Index of active particle system slot" -#+ * ID|Object.active_shape_key -> active_shape_key: pointer, "(read-only) Current shape key" -#+ * ID|Object.active_shape_key_index -> active_shape_key_index: int "Current shape key index" -#+ * ID|Object.active_vertex_group -> active_vertex_group: pointer, "(read-only) Vertex groups of the object" -#+ * ID|Object.active_vertex_group_index -> active_vertex_group_index: int "Active index in vertex group array" -#+ * ID|Object.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" -#+ * ID|Object.animation_visualisation -> animation_visualisation: pointer, "(read-only) Animation data for this datablock" -#+ * ID|Object.bound_box -> bound_box: float[24], "(read-only) Objects bound box in object-space coordinates" -#+ * ID|Object.collision -> collision: pointer, "(read-only) Settings for using the objects as a collider in physics simulation" -#+ * ID|Object.color -> color: float[4] "Object color and alpha, used when faces have the ObColor mode enabled" -#+ * ID|Object.constraints -> constraints: collection, "(read-only) Constraints affecting the transformation of the object" -#+ * ID|Object.data -> data: pointer "Object data" -#+ * ID|Object.delta_location -> delta_location: float[3] "Extra translation added to the location of the object" -#+ * ID|Object.delta_rotation_euler -> delta_rotation_euler: float[3] "Extra rotation added to the rotation of the object (when using Euler rotations)" -#+ * ID|Object.delta_rotation_quaternion -> delta_rotation_quaternion: float[4] "Extra rotation added to the rotation of the object (when using Quaternion rotations)" -#+ * ID|Object.delta_scale -> delta_scale: float[3] "Extra scaling added to the scale of the object" -#+ * ID|Object.dimensions -> dimensions: float[3] "Absolute bounding box dimensions of the object" -#+ * ID|Object.draw_bounds_type -> draw_bounds_type: enum "Object boundary display type" -#ID|Object.draw_type -> draw_type: enum "Maximum draw type to display object with in viewport" -#+ * ID|Object.dupli_faces_scale -> dupli_faces_scale: float "Scale the DupliFace objects" -#+ * ID|Object.dupli_frames_end -> dupli_frames_end: int "End frame for DupliFrames" -#+ * ID|Object.dupli_frames_off -> dupli_frames_off: int "Recurring frames to exclude from the Dupliframes" -#+ * ID|Object.dupli_frames_on -> dupli_frames_on: int "Number of frames to use between DupOff frames" -#+ * ID|Object.dupli_frames_start -> dupli_frames_start: int "Start frame for DupliFrames" -#+ * ID|Object.dupli_group -> dupli_group: pointer "Instance an existing group" -#+ * ID|Object.dupli_list -> dupli_list: collection, "(read-only) Object duplis" -#+ * ID|Object.dupli_type -> dupli_type: enum "If not None, object duplication method to use" -#+ * ID|Object.empty_draw_size -> empty_draw_size: float "Size of display for empties in the viewport" -#+ * ID|Object.empty_draw_type -> empty_draw_type: enum "Viewport display style for empties" -#+ * ID|Object.field -> field: pointer, "(read-only) Settings for using the objects as a field in physics simulation" -#+ * ID|Object.game -> game: pointer, "(read-only) Game engine related settings for the object" -#+ * ID|Object.grease_pencil -> grease_pencil: pointer "Grease Pencil datablock" -#+ * ID|Object.hide -> hide: boolean "Restrict visibility in the viewport" -#+ * ID|Object.hide_render -> hide_render: boolean "Restrict renderability" -#+ * ID|Object.hide_select -> hide_select: boolean "Restrict selection in the viewport" -#ID|Object.is_duplicator -> is_duplicator: boolean, "(read-only)" -#+ * ID|Object.layers -> layers: boolean[20] "Layers the object is on" -#+ * ID|Object.location -> location: float[3] "Location of the object" -#+ * ID|Object.lock_location -> lock_location: boolean[3] "Lock editing of location in the interface" -#+ * ID|Object.lock_rotation -> lock_rotation: boolean[3] "Lock editing of rotation in the interface" -#+ * ID|Object.lock_rotation_w -> lock_rotation_w: boolean "Lock editing of angle component of four-component rotations in the interface" -#+ * ID|Object.lock_rotations_4d -> lock_rotations_4d: boolean "Lock editing of four component rotations by components (instead of as Eulers)" -#+ * ID|Object.lock_scale -> lock_scale: boolean[3] "Lock editing of scale in the interface" -#+ * ID|Object.material_slots -> material_slots: collection, "(read-only) Material slots in the object" -#+ * ID|Object.matrix_local -> matrix_local: float[16] "Parent relative transformation matrix" -#+ * ID|Object.matrix_world -> matrix_world: float[16] "Worldspace transformation matrix" -#+ * ID|Object.mode -> mode: enum, "(read-only) Object interaction mode" -#+ * ID|Object.modifiers -> modifiers: collection, "(read-only) Modifiers affecting the geometric data of the object" -#+ * ID|Object.motion_path -> motion_path: pointer, "(read-only) Motion Path for this element" -#+ * ID|Object.parent -> parent: pointer "Parent Object" -#+ * ID|Object.parent_bone -> parent_bone: string "Name of parent bone in case of a bone parenting relation" -#+ * ID|Object.parent_type -> parent_type: enum "Type of parent relation" -#+ * ID|Object.parent_vertices -> parent_vertices: int[3], "(read-only) Indices of vertices in cases of a vertex parenting relation" -#+ * ID|Object.particle_systems -> particle_systems: collection, "(read-only) Particle systems emitted from the object" -#+ * ID|Object.pass_index -> pass_index: int "Index # for the IndexOB render pass" -#+ * ID|Object.pose -> pose: pointer, "(read-only) Current pose for armatures" -#+ * ID|Object.pose_library -> pose_library: pointer, "(read-only) Action used as a pose library for armatures" -#+ * ID|Object.proxy -> proxy: pointer, "(read-only) Library object this proxy object controls" -#+ * ID|Object.proxy_group -> proxy_group: pointer, "(read-only) Library group duplicator object this proxy object controls" -#+ * ID|Object.rotation_axis_angle -> rotation_axis_angle: float[4] "Angle of Rotation for Axis-Angle rotation representation" -#+ * ID|Object.rotation_euler -> rotation_euler: float[3] "Rotation in Eulers" -#+ * ID|Object.rotation_mode -> rotation_mode: enum "NO DESCRIPTION" -#+ * ID|Object.rotation_quaternion -> rotation_quaternion: float[4] "Rotation in Quaternions" -#+ * ID|Object.scale -> scale: float[3] "Scaling of the object" -#+ * ID|Object.select -> select: boolean "Object selection state" -#ID|Object.show_axis -> show_axis: boolean "Displays the objects origin and axis" -#ID|Object.show_bounds -> show_bounds: boolean "Displays the objects bounds" -#ID|Object.show_name -> show_name: boolean "Displays the objects name" -#ID|Object.show_shape_key -> show_shape_key: boolean "Always show the current Shape for this Object" -#ID|Object.show_texture_space -> show_texture_space: boolean "Displays the objects texture space" -#ID|Object.show_transparent -> show_transparent: boolean "Enables transparent materials for the object (Mesh only)" -#ID|Object.show_wire -> show_wire: boolean "Adds the objects wireframe over solid drawing" -#ID|Object.show_x_ray -> show_x_ray: boolean "Makes the object draw in front of others" -#+ * ID|Object.soft_body -> soft_body: pointer, "(read-only) Settings for soft body simulation" -#+ * ID|Object.time_offset -> time_offset: float "Animation offset in frames for F-Curve and dupligroup instances" -#+ * ID|Object.track_axis -> track_axis: enum "Axis that points in forward direction" -#+ * ID|Object.type -> type: enum, "(read-only) Type of Object" -#+ * ID|Object.up_axis -> up_axis: enum "Axis that points in the upward direction" -#+ * ID|Object.use_dupli_faces_scale -> use_dupli_faces_scale: boolean "Scale dupli based on face size" -#+ * ID|Object.use_dupli_frames_speed -> use_dupli_frames_speed: boolean "Set dupliframes to use the frame" -#ID|Object.use_dupli_vertices_rotation -> use_dupli_vertices_rotation: boolean "Rotate dupli according to vertex normal" -#ID|Object.use_shape_key_edit_mode -> use_shape_key_edit_mode: boolean "Apply shape keys in edit mode (for Meshes only)" -#ID|Object.use_slow_parent -> use_slow_parent: boolean "Create a delay in the parent relationship" -#ID|Object.use_time_offset_add_parent -> use_time_offset_add_parent: boolean "Add the parents time offset value" -#ID|Object.use_time_offset_edit -> use_time_offset_edit: boolean "Use time offset when inserting keys and display time offset for F-Curve and action views" -#ID|Object.use_time_offset_parent -> use_time_offset_parent: boolean "Apply the time offset to this objects parent relationship" -#ID|Object.use_time_offset_particle -> use_time_offset_particle: boolean "Let the time offset work on the particle effect" -#+ * ID|Object.vertex_groups -> vertex_groups: collection, "(read-only) Vertex groups of the object" -#+ * ID|ParticleSettings.active_dupliweight -> active_dupliweight: pointer, "(read-only)" -#+ * ID|ParticleSettings.active_dupliweight_index -> active_dupliweight_index: int "NO DESCRIPTION" -#+ * ID|ParticleSettings.adaptive_angle -> adaptive_angle: int "How many degrees path has to curve to make another render segment" -#ID|ParticleSettings.adaptive_pixel -> adaptive_pixel: int "How many pixels path has to cover to make another render segment" -#+ * ID|ParticleSettings.angular_velocity_factor -> angular_velocity_factor: float "Angular velocity amount" -#+ * ID|ParticleSettings.angular_velocity_mode -> angular_velocity_mode: enum "Particle angular velocity mode" -#+ * ID|ParticleSettings.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" -#ID|ParticleSettings.apply_effector_to_children -> apply_effector_to_children: boolean "Apply effectors to children" -#ID|ParticleSettings.apply_guide_to_children -> apply_guide_to_children: boolean "NO DESCRIPTION" -#+ * ID|ParticleSettings.billboard_align -> billboard_align: enum "In respect to what the billboards are aligned" -#+ * ID|ParticleSettings.billboard_animation -> billboard_animation: enum "How to animate billboard textures" -#+ * ID|ParticleSettings.billboard_object -> billboard_object: pointer "Billboards face this object (default is active camera)" -#+ * ID|ParticleSettings.billboard_offset -> billboard_offset: float[2] "NO DESCRIPTION" -#ID|ParticleSettings.billboard_offset_split -> billboard_offset_split: enum "How to offset billboard textures" -#+ * ID|ParticleSettings.billboard_tilt -> billboard_tilt: float "Tilt of the billboards" -#ID|ParticleSettings.billboard_tilt_random -> billboard_tilt_random: float "Random tilt of the billboards" -#+ * ID|ParticleSettings.billboard_uv_split -> billboard_uv_split: int "Amount of rows/columns to split UV coordinates for billboards" -#+ * ID|ParticleSettings.boids -> boids: pointer, "(read-only)" -#+ * ID|ParticleSettings.branch_threshold -> branch_threshold: float "Threshold of branching" -#+ * ID|ParticleSettings.brownian_factor -> brownian_factor: float "Specify the amount of Brownian motion" -#+ * ID|ParticleSettings.child_length -> child_length: float "Length of child paths" -#ID|ParticleSettings.child_length_threshold -> child_length_threshold: float "Amount of particles left untouched by child path length" -#+ * ID|ParticleSettings.child_nbr -> child_nbr: int "Amount of children/parent" -#+ * ID|ParticleSettings.child_radius -> child_radius: float "Radius of children around parent" -#+ * ID|ParticleSettings.child_roundness -> child_roundness: float "Roundness of children around parent" -#+ * ID|ParticleSettings.child_size -> child_size: float "A multiplier for the child particle size" -#ID|ParticleSettings.child_size_random -> child_size_random: float "Random variation to the size of the child particles" -#+ * ID|ParticleSettings.child_type -> child_type: enum "Create child particles" -#+ * ID|ParticleSettings.clump_factor -> clump_factor: float "Amount of clumping" -#ID|ParticleSettings.clump_shape -> clump_shape: float "Shape of clumping" -#ID|ParticleSettings.count -> count: int "Total number of particles" -#ID|ParticleSettings.damping -> damping: float "Specify the amount of damping" -#+ * ID|ParticleSettings.distribution -> distribution: enum "How to distribute particles on selected element" -#+ * ID|ParticleSettings.drag_factor -> drag_factor: float "Specify the amount of air-drag" -#ID|ParticleSettings.draw_method -> draw_method: enum "How particles are drawn in viewport" -#ID|ParticleSettings.draw_percentage -> draw_percentage: int "Percentage of particles to display in 3D view" -#+ * ID|ParticleSettings.draw_size -> draw_size: int "Size of particles on viewport in pixels (0=default)" -#+ * ID|ParticleSettings.draw_step -> draw_step: int "How many steps paths are drawn with (power of 2)" -#+ * ID|ParticleSettings.dupli_group -> dupli_group: pointer "Show Objects in this Group in place of particles" -#+ * ID|ParticleSettings.dupli_object -> dupli_object: pointer "Show this Object in place of particles" -#ID|ParticleSettings.dupli_weights -> dupli_weights: collection, "(read-only) Weights for all of the objects in the dupli group" -#+ * ID|ParticleSettings.effect_hair -> effect_hair: float "Hair stiffness for effectors" -#+ * ID|ParticleSettings.effector_weights -> effector_weights: pointer, "(read-only)" -#+ * ID|ParticleSettings.emit_from -> emit_from: enum "Where to emit particles from" -#ID|ParticleSettings.factor_random -> factor_random: float "Give the starting speed a random variation" -#+ * ID|ParticleSettings.fluid -> fluid: pointer, "(read-only)" -#+ * ID|ParticleSettings.force_field_1 -> force_field_1: pointer, "(read-only)" -#+ * ID|ParticleSettings.force_field_2 -> force_field_2: pointer, "(read-only)" -#+ * ID|ParticleSettings.frame_end -> frame_end: float "Frame # to stop emitting particles" -#+ * ID|ParticleSettings.frame_start -> frame_start: float "Frame # to start emitting particles" -#+ * ID|ParticleSettings.grid_resolution -> grid_resolution: int "The resolution of the particle grid" -#+ * ID|ParticleSettings.hair_step -> hair_step: int "Number of hair segments" -#+ * ID|ParticleSettings.integrator -> integrator: enum "Select physics integrator type" -#ID|ParticleSettings.invert_grid -> invert_grid: boolean "Invert what is considered object and what is not" -#+ * ID|ParticleSettings.jitter_factor -> jitter_factor: float "Amount of jitter applied to the sampling" -#+ * ID|ParticleSettings.keyed_loops -> keyed_loops: int "Number of times the keys are looped" -#+ * ID|ParticleSettings.keys_step -> keys_step: int "NO DESCRIPTION" -#+ * ID|ParticleSettings.kink -> kink: enum "Type of periodic offset on the path" -#+ * ID|ParticleSettings.kink_amplitude -> kink_amplitude: float "The amplitude of the offset" -#+ * ID|ParticleSettings.kink_axis -> kink_axis: enum "Which axis to use for offset" -#+ * ID|ParticleSettings.kink_frequency -> kink_frequency: float "The frequency of the offset (1/total length)" -#+ * ID|ParticleSettings.kink_shape -> kink_shape: float "Adjust the offset to the beginning/end" -#ID|ParticleSettings.length_random -> length_random: float "Give path length a random variation" -#+ * ID|ParticleSettings.lifetime -> lifetime: float "Specify the life span of the particles" -#ID|ParticleSettings.lifetime_random -> lifetime_random: float "Give the particle life a random variation" -#+ * ID|ParticleSettings.line_length_head -> line_length_head: float "Length of the lines head" -#+ * ID|ParticleSettings.line_length_tail -> line_length_tail: float "Length of the lines tail" -#ID|ParticleSettings.lock_billboard -> lock_billboard: boolean "Lock the billboards align axis" -#ID|ParticleSettings.lock_boids_to_surface -> lock_boids_to_surface: boolean "Constrain boids to a surface" -#+ * ID|ParticleSettings.mass -> mass: float "Specify the mass of the particles" -#+ * ID|ParticleSettings.material -> material: int "Specify material used for the particles" -#+ * ID|ParticleSettings.normal_factor -> normal_factor: float "Let the surface normal give the particle a starting speed" -#ID|ParticleSettings.object_align_factor -> object_align_factor: float[3] "Let the emitter object orientation give the particle a starting speed" -#+ * ID|ParticleSettings.object_factor -> object_factor: float "Let the object give the particle a starting speed" -#+ * ID|ParticleSettings.particle_factor -> particle_factor: float "Let the target particle give the particle a starting speed" -#+ * ID|ParticleSettings.particle_size -> particle_size: float "The size of the particles" -#+ * ID|ParticleSettings.path_end -> path_end: float "End time of drawn path" -#+ * ID|ParticleSettings.path_start -> path_start: float "Starting time of drawn path" -#+ * ID|ParticleSettings.phase_factor -> phase_factor: float "Initial rotation phase" -#ID|ParticleSettings.phase_factor_random -> phase_factor_random: float "Randomize rotation phase" -#+ * ID|ParticleSettings.physics_type -> physics_type: enum "Particle physics type" -#+ * ID|ParticleSettings.react_event -> react_event: enum "The event of target particles to react on" -#+ * ID|ParticleSettings.reaction_shape -> reaction_shape: float "Power of reaction strength dependence on distance to target" -#+ * ID|ParticleSettings.reactor_factor -> reactor_factor: float "Let the vector away from the target particles location give the particle a starting speed" -#+ * ID|ParticleSettings.render_step -> render_step: int "How many steps paths are rendered with (power of 2)" -#ID|ParticleSettings.render_type -> render_type: enum "How particles are rendered" -#ID|ParticleSettings.rendered_child_count -> rendered_child_count: int "Amount of children/parent for rendering" -#ID|ParticleSettings.rotation_factor_random -> rotation_factor_random: float "Randomize rotation" -#+ * ID|ParticleSettings.rotation_mode -> rotation_mode: enum "Particles initial rotation" -#ID|ParticleSettings.roughness_1 -> roughness_1: float "Amount of location dependent rough" -#ID|ParticleSettings.roughness_1_size -> roughness_1_size: float "Size of location dependent rough" -#ID|ParticleSettings.roughness_2 -> roughness_2: float "Amount of random rough" -#ID|ParticleSettings.roughness_2_size -> roughness_2_size: float "Size of random rough" -#ID|ParticleSettings.roughness_2_threshold -> roughness_2_threshold: float "Amount of particles left untouched by random rough" -#ID|ParticleSettings.roughness_end_shape -> roughness_end_shape: float "Shape of end point rough" -#ID|ParticleSettings.roughness_endpoint -> roughness_endpoint: float "Amount of end point rough" -#ID|ParticleSettings.show_health -> show_health: boolean "Draw boid health" -#ID|ParticleSettings.show_material_color -> show_material_color: boolean "Draw particles using materials diffuse color" -#ID|ParticleSettings.show_number -> show_number: boolean "Show particle number" -#+ * ID|ParticleSettings.show_size -> show_size: boolean "Show particle size" -#ID|ParticleSettings.show_unborn -> show_unborn: boolean "Show particles before they are emitted" -#ID|ParticleSettings.show_velocity -> show_velocity: boolean "Show particle velocity" -#+ * ID|ParticleSettings.simplify_rate -> simplify_rate: float "Speed of simplification" -#+ * ID|ParticleSettings.simplify_refsize -> simplify_refsize: int "Reference size in pixels, after which simplification begins" -#+ * ID|ParticleSettings.simplify_transition -> simplify_transition: float "Transition period for fading out strands" -#+ * ID|ParticleSettings.simplify_viewport -> simplify_viewport: float "Speed of Simplification" -#ID|ParticleSettings.size_random -> size_random: float "Give the particle size a random variation" -#+ * ID|ParticleSettings.subframes -> subframes: int "Subframes to simulate for improved stability and finer granularity simulations" -#+ * ID|ParticleSettings.tangent_factor -> tangent_factor: float "Let the surface tangent give the particle a starting speed" -#+ * ID|ParticleSettings.tangent_phase -> tangent_phase: float "Rotate the surface tangent" -#+ * ID|ParticleSettings.time_tweak -> time_tweak: float "A multiplier for physics timestep (1.0 means one frame = 1/25 seconds)" -#+ * ID|ParticleSettings.trail_count -> trail_count: int "Number of trail particles" -#+ * ID|ParticleSettings.type -> type: enum "NO DESCRIPTION" -#ID|ParticleSettings.use_absolute_path_time -> use_absolute_path_time: boolean "Path timing is in absolute frames" -#ID|ParticleSettings.use_animate_branching -> use_animate_branching: boolean "Animate branching" -#ID|ParticleSettings.use_branching -> use_branching: boolean "Branch child paths from each other" -#ID|ParticleSettings.use_dead -> use_dead: boolean "Show particles after they have died" -#ID|ParticleSettings.use_die_on_collision -> use_die_on_collision: boolean "Particles die when they collide with a deflector object" -#ID|ParticleSettings.use_dynamic_rotation -> use_dynamic_rotation: boolean "Sets rotation to dynamic/constant" -#ID|ParticleSettings.use_emit_random -> use_emit_random: boolean "Emit in random order of elements" -#ID|ParticleSettings.use_even_distribution -> use_even_distribution: boolean "Use even distribution from faces based on face areas or edge lengths" -#+ * ID|ParticleSettings.use_global_dupli -> use_global_dupli: boolean "Use objects global coordinates for duplication" -#+ * ID|ParticleSettings.use_group_count -> use_group_count: boolean "Use object multiple times in the same group" -#ID|ParticleSettings.use_group_pick_random -> use_group_pick_random: boolean "Pick objects from group randomly" -#ID|ParticleSettings.use_hair_bspline -> use_hair_bspline: boolean "Interpolate hair using B-Splines" -#ID|ParticleSettings.use_multiply_size_mass -> use_multiply_size_mass: boolean "Multiply mass by particle size" -#ID|ParticleSettings.use_parent_particles -> use_parent_particles: boolean "Render parent particles" -#ID|ParticleSettings.use_react_multiple -> use_react_multiple: boolean "React multiple times" -#ID|ParticleSettings.use_react_start_end -> use_react_start_end: boolean "Give birth to unreacted particles eventually" -#ID|ParticleSettings.use_render_adaptive -> use_render_adaptive: boolean "Draw steps of the particle path" -#ID|ParticleSettings.use_render_emitter -> use_render_emitter: boolean "Render emitter Object also" -#ID|ParticleSettings.use_self_effect -> use_self_effect: boolean "Particle effectors effect themselves" -#ID|ParticleSettings.use_simplify -> use_simplify: boolean "Remove child strands as the object becomes smaller on the screen" -#ID|ParticleSettings.use_simplify_viewport -> use_simplify_viewport: boolean "NO DESCRIPTION" -#ID|ParticleSettings.use_size_deflect -> use_size_deflect: boolean "Use particles size in deflection" -#ID|ParticleSettings.use_strand_primitive -> use_strand_primitive: boolean "Use the strand primitive for rendering" -#ID|ParticleSettings.use_symmetric_branching -> use_symmetric_branching: boolean "Start and end points are the same" -#ID|ParticleSettings.use_velocity_length -> use_velocity_length: boolean "Multiply line length by particle speed" -#ID|ParticleSettings.use_whole_group -> use_whole_group: boolean "Use whole group at once" -#+ * ID|ParticleSettings.userjit -> userjit: int "Emission locations / face (0 = automatic)" -#+ * ID|ParticleSettings.virtual_parents -> virtual_parents: float "Relative amount of virtual parents" -#+ * ID|Scene.active_keying_set_index -> active_keying_set_index: int "Current Keying Set index (negative for builtin and positive for absolute)" -#+ * ID|Scene.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" -#ID|Scene.audio_distance_model -> audio_distance_model: enum "Distance model for distance attenuation calculation" -#ID|Scene.audio_doppler_factor -> audio_doppler_factor: float "Pitch factor for Doppler effect calculation" -#ID|Scene.audio_doppler_speed -> audio_doppler_speed: float "Speed of sound for Doppler effect calculation" -#ID|Scene.background_set -> background_set: pointer "Background set scene" -#+ * ID|Scene.camera -> camera: pointer "Active camera used for rendering the scene" -#+ * ID|Scene.cursor_location -> cursor_location: float[3] "3D cursor location" -#+ * ID|Scene.frame_current -> frame_current: int "NO DESCRIPTION" -#+ * ID|Scene.frame_end -> frame_end: int "Final frame of the playback/rendering range" -#ID|Scene.frame_preview_end -> frame_preview_end: int "Alternative end frame for UI playback" -#ID|Scene.frame_preview_start -> frame_preview_start: int "Alternative start frame for UI playback" -#+ * ID|Scene.frame_start -> frame_start: int "First frame of the playback/rendering range" -#+ * ID|Scene.frame_step -> frame_step: int "Number of frames to skip forward while rendering/playing back each frame" -#ID|Scene.game_settings -> game_settings: pointer, "(read-only)" -#+ * ID|Scene.gravity -> gravity: float[3] "Constant acceleration in a given direction" -#+ * ID|Scene.grease_pencil -> grease_pencil: pointer "Grease Pencil datablock" -#ID|Scene.is_nla_tweakmode -> is_nla_tweakmode: boolean, "(read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only" -#+ * ID|Scene.keying_sets -> keying_sets: collection, "(read-only) Absolute Keying Sets for this Scene" -#ID|Scene.keying_sets_all -> keying_sets_all: collection, "(read-only) All Keying Sets available for use (builtins and Absolute Keying Sets for this Scene)" -#+ * ID|Scene.layers -> layers: boolean[20] "Layers visible when rendering the scene" -#+ * ID|Scene.network_render -> network_render: pointer, "(read-only) Network Render Settings" -#+ * ID|Scene.nodetree -> nodetree: pointer, "(read-only) Compositing node tree" -#ID|Scene.object_bases -> object_bases: collection, "(read-only)" -#+ * ID|Scene.objects -> objects: collection, "(read-only)" -#+ * ID|Scene.orientations -> orientations: collection, "(read-only)" -#+ * ID|Scene.pose_templates -> pose_templates: pointer, "(read-only) Pose Template Settings" -#+ * ID|Scene.render -> render: pointer, "(read-only)" -#+ * ID|Scene.sequence_editor -> sequence_editor: pointer, "(read-only)" -#+ * ID|Scene.sync_mode -> sync_mode: enum "How to sync playback" -#+ * ID|Scene.timeline_markers -> timeline_markers: collection, "(read-only) Markers used in all timelines for the current scene" -#+ * ID|Scene.tool_settings -> tool_settings: pointer, "(read-only)" -#+ * ID|Scene.unit_settings -> unit_settings: pointer, "(read-only) Unit editing settings" -#ID|Scene.use_audio -> use_audio: boolean "Play back of audio from Sequence Editor will be muted" -#ID|Scene.use_audio_scrub -> use_audio_scrub: boolean "Play audio from Sequence Editor while scrubbing" -#ID|Scene.use_audio_sync -> use_audio_sync: boolean "Play back and sync with audio clock, dropping frames if frame display is too slow" -#ID|Scene.use_frame_drop -> use_frame_drop: boolean "Play back dropping frames if frame display is too slow" -#+ * ID|Scene.use_gravity -> use_gravity: boolean "Use global gravity for all dynamics" -#+ * ID|Scene.use_nodes -> use_nodes: boolean "Enable the compositing node tree" -#+ * ID|Scene.use_preview_range -> use_preview_range: boolean "Use an alternative start/end frame for UI playback, rather than the scene start/end frame" -#ID|Scene.use_stamp_note -> use_stamp_note: string "User define note for the render stamping" -#+ * ID|Scene.world -> world: pointer "World used for rendering the scene" -#+ * ID|Screen.areas -> areas: collection, "(read-only) Areas the screen is subdivided into" -#ID|Screen.is_animation_playing -> is_animation_playing: boolean, "(read-only) Animation playback is active" -#+ * ID|Screen.scene -> scene: pointer "Active scene to be edited in the screen" -#ID|Screen.show_fullscreen -> show_fullscreen: boolean, "(read-only) An area is maximised, filling this screen" -#+ * ID|Sound.filepath -> filepath: string "Sound sample file used by this Sound datablock" -#+ * ID|Sound.packed_file -> packed_file: pointer, "(read-only)" -#ID|Sound.use_memory_cache -> use_memory_cache: boolean "The sound file is decoded and loaded into RAM" -#+ * ID|Text.current_character -> current_character: int, "(read-only) Index of current character in current line, and also start index of character in selection if one exists" -#+ * ID|Text.current_line -> current_line: pointer, "(read-only) Current line, and start line of selection if one exists" -#+ * ID|Text.filepath -> filepath: string "Filename of the text file" -#ID|Text.is_dirty -> is_dirty: boolean, "(read-only) Text file has been edited since last save" -#ID|Text.is_in_memory -> is_in_memory: boolean, "(read-only) Text file is in memory, without a corresponding file on disk" -#ID|Text.is_modified -> is_modified: boolean, "(read-only) Text file on disk is different than the one in memory" -#+ * ID|Text.lines -> lines: collection, "(read-only) Lines of text" -#+ * ID|Text.markers -> markers: collection, "(read-only) Text markers highlighting part of the text" -#ID|Text.select_end_character -> select_end_character: int, "(read-only) Index of character after end of selection in the selection end line" -#ID|Text.select_end_line -> select_end_line: pointer, "(read-only) End line of selection" -#+ * ID|Text.use_module -> use_module: boolean "Register this text as a module on loading, Text name must end with .py" -#ID|Text.use_tabs_as_spaces -> use_tabs_as_spaces: boolean "Automatically converts all new tabs into spaces" -#+ * ID|Texture.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" -#+ * ID|Texture.color_ramp -> color_ramp: pointer, "(read-only)" -#+ * ID|Texture.contrast -> contrast: float "NO DESCRIPTION" -#+TODO MAKE COLOR * ID|Texture.factor_blue -> factor_blue: float "NO DESCRIPTION" -#+TODO MAKE COLOR * ID|Texture.factor_green -> factor_green: float "NO DESCRIPTION" -#+TODO MAKE COLOR * ID|Texture.factor_red -> factor_red: float "NO DESCRIPTION" -#ID|Texture.intensity -> intensity: float "NO DESCRIPTION" -#+ * ID|Texture.node_tree -> node_tree: pointer, "(read-only) Node tree for node-based textures" -#+ * ID|Texture.saturation -> saturation: float "NO DESCRIPTION" -#+ * ID|Texture.type -> type: enum "NO DESCRIPTION" -#+ * ID|Texture.use_color_ramp -> use_color_ramp: boolean "Toggle color ramp operations" -#+ * ID|Texture.use_nodes -> use_nodes: boolean "Make this a node-based texture" -#+ * ID|Texture.use_preview_alpha -> use_preview_alpha: boolean "Show Alpha in Preview Render" -#+ * ID|Texture|BlendTexture.progression -> progression: enum "Sets the style of the color blending" -#ID|Texture|BlendTexture.use_flip_axis -> use_flip_axis: enum "Flips the textures X and Y axis" -#ID|Texture|CloudsTexture.cloud_type -> cloud_type: enum "NO DESCRIPTION" -#+ * ID|Texture|CloudsTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" -#+ * ID|Texture|CloudsTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" -#+ * ID|Texture|CloudsTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation" -#ID|Texture|CloudsTexture.noise_scale -> noise_scale: float "Sets scaling for noise input" -#+ * ID|Texture|CloudsTexture.noise_type -> noise_type: enum "NO DESCRIPTION" -#+ * ID|Texture|DistortedNoiseTexture.distortion -> distortion: float "NO DESCRIPTION" -#+ * ID|Texture|DistortedNoiseTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" -#+ * ID|Texture|DistortedNoiseTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" -#+ * ID|Texture|DistortedNoiseTexture.noise_distortion -> noise_distortion: enum "Sets the noise basis for the distortion" -#ID|Texture|DistortedNoiseTexture.noise_scale -> noise_scale: float "Sets scaling for noise input" -#+ * ID|Texture|EnvironmentMapTexture.environment_map -> environment_map: pointer, "(read-only) Gets the environment map associated with this texture" -#+ * ID|Texture|EnvironmentMapTexture.filter_eccentricity -> filter_eccentricity: int "Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower" -#+ * ID|Texture|EnvironmentMapTexture.filter_probes -> filter_probes: int "Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower" -#+ * ID|Texture|EnvironmentMapTexture.filter_size -> filter_size: float "Multiplies the filter size used by MIP Map and Interpolation" -#ID|Texture|EnvironmentMapTexture.filter_type -> filter_type: enum "Texture filter to use for sampling image" -#+ * ID|Texture|EnvironmentMapTexture.image -> image: pointer "Source image file to read the environment map from" -#+ * ID|Texture|EnvironmentMapTexture.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed" -#ID|Texture|EnvironmentMapTexture.use_filter_size_min -> use_filter_size_min: boolean "Use Filter Size as a minimal filter value in pixels" -#ID|Texture|EnvironmentMapTexture.use_mipmap -> use_mipmap: boolean "Uses auto-generated MIP maps for the image" -#ID|Texture|EnvironmentMapTexture.use_mipmap_gauss -> use_mipmap_gauss: boolean "Uses Gauss filter to sample down MIP maps" -#+ * ID|Texture|ImageTexture.checker_distance -> checker_distance: float "Sets distance between checker tiles" -#+ * ID|Texture|ImageTexture.crop_max_x -> crop_max_x: float "Sets maximum X value to crop the image" -#+ * ID|Texture|ImageTexture.crop_max_y -> crop_max_y: float "Sets maximum Y value to crop the image" -#+ * ID|Texture|ImageTexture.crop_min_x -> crop_min_x: float "Sets minimum X value to crop the image" -#+ * ID|Texture|ImageTexture.crop_min_y -> crop_min_y: float "Sets minimum Y value to crop the image" -#+ * ID|Texture|ImageTexture.extension -> extension: enum "Sets how the image is extrapolated past its original bounds" -#+ * ID|Texture|ImageTexture.filter_eccentricity -> filter_eccentricity: int "Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower" -#+ * ID|Texture|ImageTexture.filter_probes -> filter_probes: int "Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower" -#+ * ID|Texture|ImageTexture.filter_size -> filter_size: float "Multiplies the filter size used by MIP Map and Interpolation" -#ID|Texture|ImageTexture.filter_type -> filter_type: enum "Texture filter to use for sampling image" -#+ * ID|Texture|ImageTexture.image -> image: pointer "NO DESCRIPTION" -#+ * ID|Texture|ImageTexture.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed" -#+ * ID|Texture|ImageTexture.invert_alpha -> invert_alpha: boolean "Inverts all the alpha values in the image" -#+ * ID|Texture|ImageTexture.normal_space -> normal_space: enum "Sets space of normal map image" -#+ * ID|Texture|ImageTexture.repeat_x -> repeat_x: int "Sets a repetition multiplier in the X direction" -#+ * ID|Texture|ImageTexture.repeat_y -> repeat_y: int "Sets a repetition multiplier in the Y direction" -#+ * ID|Texture|ImageTexture.use_alpha -> use_alpha: boolean "Uses the alpha channel information in the image" -#ID|Texture|ImageTexture.use_calculate_alpha -> use_calculate_alpha: boolean "Calculates an alpha channel based on RGB values in the image" -#ID|Texture|ImageTexture.use_checker_even -> use_checker_even: boolean "Sets even checker tiles" -#ID|Texture|ImageTexture.use_checker_odd -> use_checker_odd: boolean "Sets odd checker tiles" -#ID|Texture|ImageTexture.use_filter_size_min -> use_filter_size_min: boolean "Use Filter Size as a minimal filter value in pixels" -#ID|Texture|ImageTexture.use_flip_axis -> use_flip_axis: boolean "Flips the textures X and Y axis" -#ID|Texture|ImageTexture.use_interpolation -> use_interpolation: boolean "Interpolates pixels using Area filter" -#ID|Texture|ImageTexture.use_mipmap -> use_mipmap: boolean "Uses auto-generated MIP maps for the image" -#ID|Texture|ImageTexture.use_mipmap_gauss -> use_mipmap_gauss: boolean "Uses Gauss filter to sample down MIP maps" -#ID|Texture|ImageTexture.use_mirror_x -> use_mirror_x: boolean "Mirrors the image repetition on the X direction" -#ID|Texture|ImageTexture.use_mirror_y -> use_mirror_y: boolean "Mirrors the image repetition on the Y direction" -#ID|Texture|ImageTexture.use_normal_map -> use_normal_map: boolean "Uses image RGB values for normal mapping" -#+ * ID|Texture|MagicTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation" -#+ * ID|Texture|MagicTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types" -#ID|Texture|MarbleTexture.marble_type -> marble_type: enum "NO DESCRIPTION" -#+ * ID|Texture|MarbleTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" -#+ * ID|Texture|MarbleTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" -#+ * ID|Texture|MarbleTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation" -#ID|Texture|MarbleTexture.noise_scale -> noise_scale: float "Sets scaling for noise input" -#+ * ID|Texture|MarbleTexture.noise_type -> noise_type: enum "NO DESCRIPTION" -#ID|Texture|MarbleTexture.noisebasis_2 -> noisebasis_2: enum "NO DESCRIPTION" -#+ * ID|Texture|MarbleTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types" -#ID|Texture|MusgraveTexture.dimension_max -> dimension_max: float "Highest fractal dimension" -#+ * ID|Texture|MusgraveTexture.gain -> gain: float "The gain multiplier" -#+ * ID|Texture|MusgraveTexture.lacunarity -> lacunarity: float "Gap between successive frequencies" -#+ * ID|Texture|MusgraveTexture.musgrave_type -> musgrave_type: enum "NO DESCRIPTION" -#+ * ID|Texture|MusgraveTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" -#+ * ID|Texture|MusgraveTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" -#+ * ID|Texture|MusgraveTexture.noise_intensity -> noise_intensity: float "NO DESCRIPTION" -#ID|Texture|MusgraveTexture.noise_scale -> noise_scale: float "Sets scaling for noise input" -#+ * ID|Texture|MusgraveTexture.octaves -> octaves: float "Number of frequencies used" -#+ * ID|Texture|MusgraveTexture.offset -> offset: float "The fractal offset" -#ID|Texture|PointDensityTexture.point_density -> point_density: pointer, "(read-only) The point density settings associated with this texture" -#+ * ID|Texture|StucciTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" -#ID|Texture|StucciTexture.noise_scale -> noise_scale: float "Sets scaling for noise input" -#+ * ID|Texture|StucciTexture.noise_type -> noise_type: enum "NO DESCRIPTION" -#ID|Texture|StucciTexture.stucci_type -> stucci_type: enum "NO DESCRIPTION" -#+ * ID|Texture|StucciTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types" -#ID|Texture|VoronoiTexture.color_mode -> color_mode: enum "NO DESCRIPTION" -#+ * ID|Texture|VoronoiTexture.distance_metric -> distance_metric: enum "NO DESCRIPTION" -#+ * ID|Texture|VoronoiTexture.minkovsky_exponent -> minkovsky_exponent: float "Minkovsky exponent" -#+ * ID|Texture|VoronoiTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" -#+ * ID|Texture|VoronoiTexture.noise_intensity -> noise_intensity: float "NO DESCRIPTION" -#ID|Texture|VoronoiTexture.noise_scale -> noise_scale: float "Sets scaling for noise input" -#+ * ID|Texture|VoronoiTexture.weight_1 -> weight_1: float "Voronoi feature weight 1" -#+ * ID|Texture|VoronoiTexture.weight_2 -> weight_2: float "Voronoi feature weight 2" -#+ * ID|Texture|VoronoiTexture.weight_3 -> weight_3: float "Voronoi feature weight 3" -#+ * ID|Texture|VoronoiTexture.weight_4 -> weight_4: float "Voronoi feature weight 4" -#+ * ID|Texture|VoxelDataTexture.image -> image: pointer "NO DESCRIPTION" -#+ * ID|Texture|VoxelDataTexture.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed" -#ID|Texture|VoxelDataTexture.voxel_data -> voxel_data: pointer, "(read-only) The voxel data associated with this texture" -#+ * ID|Texture|WoodTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" -#+ * ID|Texture|WoodTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" -#ID|Texture|WoodTexture.noise_scale -> noise_scale: float "Sets scaling for noise input" -#+ * ID|Texture|WoodTexture.noise_type -> noise_type: enum "NO DESCRIPTION" -#ID|Texture|WoodTexture.noisebasis_2 -> noisebasis_2: enum "NO DESCRIPTION" -#+ * ID|Texture|WoodTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types" -#ID|Texture|WoodTexture.wood_type -> wood_type: enum "NO DESCRIPTION" -#+ * ID|VectorFont.filepath -> filepath: string, "(read-only)" -#+ * ID|VectorFont.packed_file -> packed_file: pointer, "(read-only)" -#+ * ID|WindowManager.keyconfigs -> keyconfigs: collection, "(read-only) Registered key configurations" -#+ * ID|WindowManager.operators -> operators: collection, "(read-only) Operator registry" -#+ * ID|WindowManager.windows -> windows: collection, "(read-only) Open windows" -#+ * ID|World.active_texture -> active_texture: pointer "Active texture slot being displayed" -#+ * ID|World.active_texture_index -> active_texture_index: int "Index of active texture slot" -#+ * ID|World.ambient_color -> ambient_color: float[3] "NO DESCRIPTION" -#+ * ID|World.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" -#ID|World.color_range -> color_range: float "The color range that will be mapped to 0-1" -#+ * ID|World.exposure -> exposure: float "Amount of exponential color correction for light" -#+ * ID|World.horizon_color -> horizon_color: float[3] "Color at the horizon" -#ID|World.light_settings -> light_settings: pointer, "(read-only) World lighting settings" -#ID|World.mist_settings -> mist_settings: pointer, "(read-only) World mist settings" -#ID|World.star_settings -> star_settings: pointer, "(read-only) World stars settings" -#+ * ID|World.texture_slots -> texture_slots: collection, "(read-only) Texture slots defining the mapping and influence of textures" -#ID|World.use_sky_blend -> use_sky_blend: boolean "Render background with natural progression from horizon to zenith" -#ID|World.use_sky_paper -> use_sky_paper: boolean "Flatten blend or texture coordinates" -#ID|World.use_sky_real -> use_sky_real: boolean "Render background with a real horizon, relative to the camera angle" -#+ * ID|World.zenith_color -> zenith_color: float[3] "Color at the zenith" -#+ * IKParam.ik_solver -> ik_solver: enum, "(read-only) IK solver for which these parameters are defined, 0 for Legacy, 1 for iTaSC" -#IKParam|Itasc.damping_epsilon -> damping_epsilon: float "Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1" -#IKParam|Itasc.damping_max -> damping_max: float "Maximum damping coefficient when singular value is nearly 0. Higher values=more stability, less reactivity. Default=0.5" -#+ * IKParam|Itasc.feedback -> feedback: float "Feedback coefficient for error correction. Average response time=1/feedback. Default=20" -#IKParam|Itasc.iterations -> iterations: int "Maximum number of iterations for convergence in case of reiteration" -#+ * IKParam|Itasc.mode -> mode: enum "NO DESCRIPTION" -#+ * IKParam|Itasc.precision -> precision: float "Precision of convergence in case of reiteration" -#IKParam|Itasc.reiteration_method -> reiteration_method: enum "Defines if the solver is allowed to reiterate (converges until precision is met) on none, first or all frames" -#+ * IKParam|Itasc.solver -> solver: enum "Solving method selection: Automatic damping or manual damping" -#IKParam|Itasc.step_count -> step_count: int "Divides the frame interval into this many steps" -#IKParam|Itasc.step_max -> step_max: float "Higher bound for timestep in second in case of automatic substeps" -#IKParam|Itasc.step_min -> step_min: float "Lower bound for timestep in second in case of automatic substeps" -#IKParam|Itasc.use_auto_step -> use_auto_step: boolean "Automatically determine the optimal number of steps for best performance/accuracy trade off" -#IKParam|Itasc.velocity_max -> velocity_max: float "Maximum joint velocity in rad/s. Default=50" -#+ * ImageUser.fields_per_frame -> fields_per_frame: int "The number of fields per rendered frame (2 fields is 1 image)" -#ImageUser.frame_duration -> frame_duration: int "Sets the number of images of a movie to use" -#ImageUser.frame_offset -> frame_offset: int "Offsets the number of the frame to use in the animation" -#+ * ImageUser.frame_start -> frame_start: int "Sets the global starting frame of the movie" -#+ * ImageUser.multilayer_layer -> multilayer_layer: int, "(read-only) Layer in multilayer image" -#+ * ImageUser.multilayer_pass -> multilayer_pass: int, "(read-only) Pass in multilayer image" -#ImageUser.use_auto_refresh -> use_auto_refresh: boolean "Always refresh image on frame changes" -#ImageUser.use_cyclic -> use_cyclic: boolean "Cycle the images in the movie" -#KeyConfig.is_user_defined -> is_user_defined: boolean, "(read-only) Indicates that a keyconfig was defined by the user" -#+ * KeyConfig.keymaps -> keymaps: collection, "(read-only) Key maps configured as part of this configuration" -#+ * KeyConfig.name -> name: string "Name of the key configuration" -#KeyConfigurations.active -> active: pointer "Active wm KeyConfig" -#KeyConfigurations.default -> default: pointer, "(read-only)" -#KeyMap.is_modal -> is_modal: boolean, "(read-only) Indicates that a keymap is used for translate modal events for an operator" -#KeyMap.is_user_defined -> is_user_defined: boolean "Keymap is defined by the user" -#+ * KeyMap.items -> items: collection, "(read-only) Items in the keymap, linking an operator to an input event" -#+ * KeyMap.name -> name: string, "(read-only) Name of the key map" -#+ * KeyMap.region_type -> region_type: enum, "(read-only) Optional region type keymap is associated with" -#KeyMap.show_expanded_children -> show_expanded_children: boolean "Children expanded in the user interface" -#KeyMap.show_expanded_items -> show_expanded_items: boolean "Expanded in the user interface" -#+ * KeyMap.space_type -> space_type: enum, "(read-only) Optional space type keymap is associated with" -#TODO MOVE TO COLLECTION * KeyMapItem.active -> active: boolean "Activate or deactivate item" -#+ * KeyMapItem.id -> id: int, "(read-only) ID of the item" -#+ * KeyMapItem.idname -> idname: string "Identifier of operator to call on input event" -#+ * KeyMapItem.key_modifier -> key_modifier: enum "Regular key pressed as a modifier" -#+ * KeyMapItem.map_type -> map_type: enum "Type of event mapping" -#+ * KeyMapItem.name -> name: string, "(read-only) Name of operator to call on input event" - + * KeyMapItem.alt -> pressed_alt: boolean "Alt key pressed" - + * KeyMapItem.any -> pressed_any: boolean "Any modifier keys pressed" - + * KeyMapItem.ctrl -> pressed_ctrl: boolean "Control key pressed" - + * KeyMapItem.oskey -> pressed_oskey: boolean "Operating system key pressed" - + * KeyMapItem.shift -> pressed_shift: boolean "Shift key pressed" -#+ * KeyMapItem.properties -> properties: pointer, "(read-only) Properties to set when the operator is called" -#TODO * KeyMapItem.propvalue -> propvalue: enum "The value this event translates to in a modal keymap" -#KeyMapItem.show_expanded -> show_expanded: boolean "Show key map event and property details in the user interface" -#+ * KeyMapItem.type -> type: enum "Type of event" -#+ * KeyMapItem.value -> value: enum "NO DESCRIPTION" -#+ * Keyframe.co -> co: float[2] "Coordinates of the control point" -#Keyframe.handle_left -> handle_left: float[2] "Coordinates of the first handle" -#Keyframe.handle_left_type -> handle_left_type: enum "Handle types" -#Keyframe.handle_right -> handle_right: float[2] "Coordinates of the second handle" -#Keyframe.handle_right_type -> handle_right_type: enum "Handle types" -#+ * Keyframe.interpolation -> interpolation: enum "Interpolation method to use for segment of the curve from this Keyframe until the next Keyframe" -#+ * Keyframe.select_control_point -> select_control_point: boolean "Control point selection status" -#+ * Keyframe.select_left_handle -> select_left_handle: boolean "Handle 1 selection status" -#+ * Keyframe.select_right_handle -> select_right_handle: boolean "Handle 2 selection status" -#+ * Keyframe.type -> type: enum "The type of keyframe" -#+ * KeyingSet.active_path_index -> active_path_index: int "Current Keying Set index" -#KeyingSet.is_path_absolute -> is_path_absolute: boolean, "(read-only) Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)" -#+ * KeyingSet.name -> name: string "NO DESCRIPTION" -#+ * KeyingSet.paths -> paths: collection, "(read-only) Keying Set Paths to define settings that get keyframed together" -#+ * KeyingSet.type_info -> type_info: pointer, "(read-only) Callback function defines for built-in Keying Sets" -#KeyingSet.use_insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where theyre needed in the relevant F-Curves" -#KeyingSet.use_insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on visual transforms" -#KeyingSet.use_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" -#+ * KeyingSetInfo.bl_idname -> bl_idname: string "NO DESCRIPTION" -#+ * KeyingSetInfo.bl_label -> bl_label: string "NO DESCRIPTION" -#KeyingSetInfo.use_insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where theyre needed in the relevant F-Curves" -#KeyingSetInfo.use_insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on visual transforms" -#KeyingSetInfo.use_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" -#+ * KeyingSetPath.array_index -> array_index: int "Index to the specific setting if applicable" -#+ * KeyingSetPath.data_path -> data_path: string "Path to property setting" -#+ * KeyingSetPath.group -> group: string "Name of Action Group to assign setting(s) for this path to" -#KeyingSetPath.group_method -> group_method: enum "Method used to define which Group-name to use" -#+ * KeyingSetPath.id -> id: pointer "ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)" -#+ * KeyingSetPath.id_type -> id_type: enum "Type of ID-block that can be used" -#KeyingSetPath.use_entire_array -> use_entire_array: boolean "When an array/vector type is chosen (Location, Rotation, Color, etc.), entire array is to be used" -#KeyingSetPath.use_insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where theyre needed in the relevant F-Curves" -#KeyingSetPath.use_insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on visual transforms" -#KeyingSetPath.use_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" -#KeyingSetPaths.active -> active: pointer "Active Keying Set used to insert/delete keyframes" -#KeyingSets.active -> active: pointer "Active Keying Set used to insert/delete keyframes" -#+ * LampSkySettings.atmosphere_distance_factor -> atmosphere_distance_factor: float "Multiplier to convert blender units to physical distance" -#+ * LampSkySettings.atmosphere_extinction -> atmosphere_extinction: float "Extinction scattering contribution factor" -#+ * LampSkySettings.atmosphere_inscattering -> atmosphere_inscattering: float "Scatter contribution factor" -#+ * LampSkySettings.atmosphere_turbidity -> atmosphere_turbidity: float "Sky turbidity" -#+ * LampSkySettings.backscattered_light -> backscattered_light: float "Backscattered light" -#+ * LampSkySettings.horizon_brightness -> horizon_brightness: float "Horizon brightness" -#+ * LampSkySettings.sky_blend -> sky_blend: float "Blend factor with sky" -#+ * LampSkySettings.sky_blend_type -> sky_blend_type: enum "Blend mode for combining sun sky with world sky" -#+ * LampSkySettings.sky_color_space -> sky_color_space: enum "Color space to use for internal XYZ->RGB color conversion" -#+ * LampSkySettings.sky_exposure -> sky_exposure: float "Strength of sky shading exponential exposure correction" -#+ * LampSkySettings.spread -> spread: float "Horizon Spread" -#+ * LampSkySettings.sun_brightness -> sun_brightness: float "Sun brightness" -#+ * LampSkySettings.sun_intensity -> sun_intensity: float "Sun intensity" -#+ * LampSkySettings.sun_size -> sun_size: float "Sun size" -#+ * LampSkySettings.use_atmosphere -> use_atmosphere: boolean "Apply sun effect on atmosphere" -#+ * LampSkySettings.use_sky -> use_sky: boolean "Apply sun effect on sky" -#+ * LatticePoint.co -> co: float[3], "(read-only)" -#LatticePoint.co_deform -> co_deform: float[3] "NO DESCRIPTION" -#+ * LatticePoint.groups -> groups: collection, "(read-only) Weights for the vertex groups this point is member of" -#+ * Macro.bl_description -> bl_description: string "NO DESCRIPTION" -#+ * Macro.bl_idname -> bl_idname: string "NO DESCRIPTION" -#+ * Macro.bl_label -> bl_label: string "NO DESCRIPTION" -#+ * Macro.bl_options -> bl_options: enum "Options for this operator type" -#+ * Macro.name -> name: string, "(read-only)" -#+ * Macro.properties -> properties: pointer, "(read-only)" -#+ * Main.actions -> actions: collection, "(read-only) Action datablocks." -#+ * Main.armatures -> armatures: collection, "(read-only) Armature datablocks." -#+ * Main.brushes -> brushes: collection, "(read-only) Brush datablocks." -#+ * Main.cameras -> cameras: collection, "(read-only) Camera datablocks." -#+ * Main.curves -> curves: collection, "(read-only) Curve datablocks." -#+ * Main.filepath -> filepath: string, "(read-only) Path to the .blend file" -#+ * Main.fonts -> fonts: collection, "(read-only) Vector font datablocks." -#Main.grease_pencil -> grease_pencil: collection, "(read-only) Grease Pencil datablocks." -#+ * Main.groups -> groups: collection, "(read-only) Group datablocks." -#+ * Main.images -> images: collection, "(read-only) Image datablocks." -#Main.is_dirty -> is_dirty: boolean, "(read-only) Has the current session been saved to disk as a .blend file" -#+ * Main.lamps -> lamps: collection, "(read-only) Lamp datablocks." -#+ * Main.lattices -> lattices: collection, "(read-only) Lattice datablocks." -#+ * Main.libraries -> libraries: collection, "(read-only) Library datablocks." -#+ * Main.materials -> materials: collection, "(read-only) Material datablocks." -#+ * Main.meshes -> meshes: collection, "(read-only) Mesh datablocks." -#+ * Main.metaballs -> metaballs: collection, "(read-only) Metaball datablocks." -#+ * Main.node_groups -> node_groups: collection, "(read-only) Node group datablocks." -#+ * Main.objects -> objects: collection, "(read-only) Object datablocks." -#+ * Main.particles -> particles: collection, "(read-only) Particle datablocks." -#+ * Main.scenes -> scenes: collection, "(read-only) Scene datablocks." -#+ * Main.screens -> screens: collection, "(read-only) Screen datablocks." -#+ * Main.scripts -> scripts: collection, "(read-only) Script datablocks (DEPRECATED)." - + * Main.debug -> show_debug: boolean "Print debugging information in console" -#+ * Main.sounds -> sounds: collection, "(read-only) Sound datablocks." -#+ * Main.texts -> texts: collection, "(read-only) Text datablocks." -#+ * Main.textures -> textures: collection, "(read-only) Texture datablocks." -#+ * Main.window_managers -> window_managers: collection, "(read-only) Window manager datablocks." -#+ * Main.worlds -> worlds: collection, "(read-only) World datablocks." -#+ * MaterialHalo.add -> add: float "Sets the strength of the add effect" -#+ * MaterialHalo.flare_boost -> flare_boost: float "Gives the flare extra strength" -#+ * MaterialHalo.flare_seed -> flare_seed: int "Specifies an offset in the flare seed table" -#+ * MaterialHalo.flare_size -> flare_size: float "Sets the factor by which the flare is larger than the halo" -#MaterialHalo.flare_subflare_count -> flare_subflare_count: int "Sets the number of subflares" -#MaterialHalo.flare_subflare_size -> flare_subflare_size: float "Sets the dimension of the subflares, dots and circles" -#+ * MaterialHalo.hardness -> hardness: int "Sets the hardness of the halo" -#MaterialHalo.line_count -> line_count: int "Sets the number of star shaped lines rendered over the halo" -#MaterialHalo.ring_count -> ring_count: int "Sets the number of rings rendered over the halo" -#+ * MaterialHalo.seed -> seed: int "Randomizes ring dimension and line location" -#+ * MaterialHalo.size -> size: float "Sets the dimension of the halo" -#MaterialHalo.star_tip_count -> star_tip_count: int "Sets the number of points on the star shaped halo" -#MaterialHalo.use_extreme_alpha -> use_extreme_alpha: boolean "Uses extreme alpha" -#MaterialHalo.use_flare_mode -> use_flare_mode: boolean "Renders halo as a lensflare" -#MaterialHalo.use_lines -> use_lines: boolean "Renders star shaped lines over halo" -#MaterialHalo.use_ring -> use_ring: boolean "Renders rings over halo" -#MaterialHalo.use_shaded -> use_shaded: boolean "Lets halo receive light and shadows from external objects" -#MaterialHalo.use_soft -> use_soft: boolean "Softens the edges of halos at intersections with other geometry" -#MaterialHalo.use_star -> use_star: boolean "Renders halo as a star" -#MaterialHalo.use_texture -> use_texture: boolean "Gives halo a texture" -#MaterialHalo.use_vertex_normal -> use_vertex_normal: boolean "Uses the vertex normal to specify the dimension of the halo" -#MaterialPhysics.damping -> damping: float "Damping of the spring force, when inside the physics distance area" -#+ * MaterialPhysics.distance -> distance: float "Distance of the physics area" -#+ * MaterialPhysics.elasticity -> elasticity: float "Elasticity of collisions" -#+ * MaterialPhysics.force -> force: float "Upward spring force, when inside the physics distance area" -#+ * MaterialPhysics.friction -> friction: float "Coulomb friction coefficient, when inside the physics distance area" -#MaterialPhysics.use_normal_align -> use_normal_align: boolean "Align dynamic game objects along the surface normal, when inside the physics distance area" -#+ * MaterialRaytraceMirror.depth -> depth: int "Maximum allowed number of light inter-reflections" -#+ * MaterialRaytraceMirror.distance -> distance: float "Maximum distance of reflected rays. Reflections further than this range fade to sky color or material color" -#+ * MaterialRaytraceMirror.fade_to -> fade_to: enum "The color that rays with no intersection within the Max Distance take. Material color can be best for indoor scenes, sky color for outdoor" -#+ * MaterialRaytraceMirror.fresnel -> fresnel: float "Power of Fresnel for mirror reflection" -#+ * MaterialRaytraceMirror.fresnel_factor -> fresnel_factor: float "Blending factor for Fresnel" -#+ * MaterialRaytraceMirror.gloss_anisotropic -> gloss_anisotropic: float "The shape of the reflection, from 0.0 (circular) to 1.0 (fully stretched along the tangent" -#+ * MaterialRaytraceMirror.gloss_factor -> gloss_factor: float "The shininess of the reflection. Values < 1.0 give diffuse, blurry reflections" -#+ * MaterialRaytraceMirror.gloss_samples -> gloss_samples: int "Number of cone samples averaged for blurry reflections" -#+ * MaterialRaytraceMirror.gloss_threshold -> gloss_threshold: float "Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped" -#+ * MaterialRaytraceMirror.reflect_factor -> reflect_factor: float "Sets the amount mirror reflection for raytrace" -#+ * MaterialRaytraceMirror.use -> use: boolean "Enable raytraced reflections" -#+ * MaterialRaytraceTransparency.depth -> depth: int "Maximum allowed number of light inter-refractions" -#MaterialRaytraceTransparency.depth_max -> depth_max: float "Maximum depth for light to travel through the transparent material before becoming fully filtered (0.0 is disabled)" -#+ * MaterialRaytraceTransparency.falloff -> falloff: float "Falloff power for transmissivity filter effect (1.0 is linear)" -#+ * MaterialRaytraceTransparency.filter -> filter: float "Amount to blend in the materials diffuse color in raytraced transparency (simulating absorption)" -#+ * MaterialRaytraceTransparency.fresnel -> fresnel: float "Power of Fresnel for transparency (Ray or ZTransp)" -#+ * MaterialRaytraceTransparency.fresnel_factor -> fresnel_factor: float "Blending factor for Fresnel" -#+ * MaterialRaytraceTransparency.gloss_factor -> gloss_factor: float "The clarity of the refraction. Values < 1.0 give diffuse, blurry refractions" -#+ * MaterialRaytraceTransparency.gloss_samples -> gloss_samples: int "Number of cone samples averaged for blurry refractions" -#+ * MaterialRaytraceTransparency.gloss_threshold -> gloss_threshold: float "Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped" -#+ * MaterialRaytraceTransparency.ior -> ior: float "Sets angular index of refraction for raytraced refraction" -#+ * MaterialSlot.link -> link: enum "Link material to object or the objects data" -#+ * MaterialSlot.material -> material: pointer "Material datablock used by this material slot" -#+ * MaterialSlot.name -> name: string, "(read-only) Material slot name" -#+ * MaterialStrand.blend_distance -> blend_distance: float "Worldspace distance over which to blend in the surface normal" -#+ * MaterialStrand.root_size -> root_size: float "Start size of strands in pixels or Blender units" -#+ * MaterialStrand.shape -> shape: float "Positive values make strands rounder, negative makes strands spiky" -#MaterialStrand.size_min -> size_min: float "Minimum size of strands in pixels" -#+ * MaterialStrand.tip_size -> tip_size: float "End size of strands in pixels or Blender units" -#MaterialStrand.use_blender_units -> use_blender_units: boolean "Use Blender units for widths instead of pixels" -#MaterialStrand.use_surface_diffuse -> use_surface_diffuse: boolean "Make diffuse shading more similar to shading the surface" -#MaterialStrand.use_tangent_shading -> use_tangent_shading: boolean "Uses direction of strands as normal for tangent-shading" -#+ * MaterialStrand.uv_layer -> uv_layer: string "Name of UV layer to override" -#+ * MaterialStrand.width_fade -> width_fade: float "Transparency along the width of the strand" -#+ * MaterialSubsurfaceScattering.back -> back: float "Back scattering weight" -#+ * MaterialSubsurfaceScattering.color -> color: float[3] "Scattering color" -#+ * MaterialSubsurfaceScattering.color_factor -> color_factor: float "Blend factor for SSS colors" -#MaterialSubsurfaceScattering.error_threshold -> error_threshold: float "Error tolerance (low values are slower and higher quality)" -#+ * MaterialSubsurfaceScattering.front -> front: float "Front scattering weight" -#+ * MaterialSubsurfaceScattering.ior -> ior: float "Index of refraction (higher values are denser)" -#+ * MaterialSubsurfaceScattering.radius -> radius: float[3] "Mean red/green/blue scattering path length" -#+ * MaterialSubsurfaceScattering.scale -> scale: float "Object scale factor" -#+ * MaterialSubsurfaceScattering.texture_factor -> texture_factor: float "Texture scatting blend factor" -#+ * MaterialSubsurfaceScattering.use -> use: boolean "Enable diffuse subsurface scatting effects in a material" -#+ * MaterialVolume.asymmetry -> asymmetry: float "Back scattering (-1.0) to Forward scattering (1.0) and the range in between" -#+ * MaterialVolume.cache_resolution -> cache_resolution: int "Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory" -#+ * MaterialVolume.density -> density: float "The base density of the volume" -#+ * MaterialVolume.density_scale -> density_scale: float "Multiplier for the materials density" -#MaterialVolume.depth_threshold -> depth_threshold: float "Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy" -#+ * MaterialVolume.emission -> emission: float "Amount of light that gets emitted by the volume" -#+ * MaterialVolume.emission_color -> emission_color: float[3] "NO DESCRIPTION" -#MaterialVolume.light_method -> light_method: enum "Method of shading, attenuating, and scattering light through the volume" -#+ * MaterialVolume.ms_diffusion -> ms_diffusion: float "Diffusion factor, the strength of the blurring effect" -#+ * MaterialVolume.ms_intensity -> ms_intensity: float "Multiplier for multiple scattered light energy" -#+ * MaterialVolume.ms_spread -> ms_spread: float "Proportional distance over which the light is diffused" -#+ * MaterialVolume.reflection -> reflection: float "Multiplier to make out-scattered light brighter or darker (non-physically correct)" -#+ * MaterialVolume.reflection_color -> reflection_color: float[3] "Colour of light scattered out of the volume (does not affect transmission)" -#+ * MaterialVolume.scattering -> scattering: float "Amount of light that gets scattered out by the volume - the more out-scattering, the shallower the light will penetrate" -#MaterialVolume.step_method -> step_method: enum "Method of calculating the steps through the volume" -#+ * MaterialVolume.step_size -> step_size: float "Distance between subsequent volume depth samples" -#+ * MaterialVolume.transmission_color -> transmission_color: float[3] "Result color of the volume, after other light has been scattered/absorbed" -#MaterialVolume.use_external_shadows -> use_external_shadows: boolean "Receive shadows from sources outside the volume (temporary)" -#MaterialVolume.use_light_cache -> use_light_cache: boolean "Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy" -#+ * Menu.bl_idname -> bl_idname: string "If this is set, the menu gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is OBJECT_MT_hello, and bl_idname is not set by the script, then bl_idname = OBJECT_MT_hello" -#+ * Menu.bl_label -> bl_label: string "The menu label" -#+ * Menu.layout -> layout: pointer, "(read-only) Defines the structure of the menu in the UI." -#+ * MeshColor.color1 -> color1: float[3] "NO DESCRIPTION" -#+ * MeshColor.color2 -> color2: float[3] "NO DESCRIPTION" -#+ * MeshColor.color3 -> color3: float[3] "NO DESCRIPTION" -#+ * MeshColor.color4 -> color4: float[3] "NO DESCRIPTION" -#+ * MeshColorLayer.active -> active: boolean "Sets the layer as active for display and editing" -#+ * MeshColorLayer.active_render -> active_render: boolean "Sets the layer as active for rendering" -#+ * MeshColorLayer.data -> data: collection, "(read-only)" -#+ * MeshColorLayer.name -> name: string "NO DESCRIPTION" -#+ * MeshEdge.bevel_weight -> bevel_weight: float "Weight used by the Bevel modifier" -#+ * MeshEdge.crease -> crease: float "Weight used by the Subsurf modifier for creasing" -#+ * MeshEdge.hide -> hide: boolean "NO DESCRIPTION" -#+ * MeshEdge.index -> index: int, "(read-only) Index number of the vertex" -#MeshEdge.is_fgon -> is_fgon: boolean "Fgon edge" -#MeshEdge.is_loose -> is_loose: boolean "Loose edge" -#+ * MeshEdge.select -> select: boolean "NO DESCRIPTION" -#MeshEdge.use_edge_sharp -> use_edge_sharp: boolean "Sharp edge for the EdgeSplit modifier" -#MeshEdge.use_seam -> use_seam: boolean "Seam edge for UV unwrapping" -#MeshEdge.vertices -> vertices: int[2] "Vertex indices" -#+ * MeshFace.area -> area: float, "(read-only) read only area of the face" -#+ * MeshFace.hide -> hide: boolean "NO DESCRIPTION" -#+ * MeshFace.index -> index: int, "(read-only) Index number of the vertex" -#+ * MeshFace.material_index -> material_index: int "NO DESCRIPTION" -#+ * MeshFace.normal -> normal: float[3], "(read-only) local space unit length normal vector for this face" -#+ * MeshFace.select -> select: boolean "NO DESCRIPTION" -#MeshFace.use_smooth -> use_smooth: boolean "NO DESCRIPTION" -#MeshFace.vertices -> vertices: int[4] "Vertex indices" -#MeshFace.vertices_raw -> vertices_raw: int[4] "Fixed size vertex indices array" -#+ * MeshFaces.active -> active: int "The active face for this mesh" -#+ * MeshFaces.active_tface -> active_tface: pointer, "(read-only) Active Texture Face" -#+ * MeshFloatProperty.value -> value: float "NO DESCRIPTION" -#+ * MeshFloatPropertyLayer.data -> data: collection, "(read-only)" -#+ * MeshFloatPropertyLayer.name -> name: string "NO DESCRIPTION" -#+ * MeshIntProperty.value -> value: int "NO DESCRIPTION" -#+ * MeshIntPropertyLayer.data -> data: collection, "(read-only)" -#+ * MeshIntPropertyLayer.name -> name: string "NO DESCRIPTION" -#+ * MeshSticky.co -> co: float[2] "Sticky texture coordinate location" -#+ * MeshStringProperty.value -> value: string "NO DESCRIPTION" -#+ * MeshStringPropertyLayer.data -> data: collection, "(read-only)" -#+ * MeshStringPropertyLayer.name -> name: string "NO DESCRIPTION" -#MeshTextureFace.blend_type -> blend_type: enum "Transparency blending mode" -#MeshTextureFace.hide -> hide: boolean "Make face invisible" -#+ * MeshTextureFace.image -> image: pointer "NO DESCRIPTION" -#MeshTextureFace.pin_uv -> pin_uv: boolean[4] "NO DESCRIPTION" -#+ * MeshTextureFace.select_uv -> select_uv: boolean[4] "NO DESCRIPTION" -#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_image -> use_image: boolean "Render face with texture" -#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_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" -#+ * MeshTextureFace.uv3 -> uv3: float[2] "NO DESCRIPTION" -#+ * MeshTextureFace.uv4 -> uv4: float[2] "NO DESCRIPTION" -#+ * MeshTextureFace.uv_raw -> uv_raw: float[8] "Fixed size UV coordinates array" -#+ * MeshTextureFaceLayer.active -> active: boolean "Sets the layer as active for display and editing" -#+ * MeshTextureFaceLayer.active_clone -> active_clone: boolean "Sets the layer as active for cloning" -#+ * MeshTextureFaceLayer.active_render -> active_render: boolean "Sets the layer as active for rendering" -#+ * MeshTextureFaceLayer.data -> data: collection, "(read-only)" -#+ * MeshTextureFaceLayer.name -> name: string "NO DESCRIPTION" -#+ * MeshVertex.bevel_weight -> bevel_weight: float "Weight used by the Bevel modifier Only Vertices option" -#+ * MeshVertex.co -> co: float[3] "NO DESCRIPTION" -#+ * MeshVertex.groups -> groups: collection, "(read-only) Weights for the vertex groups this vertex is member of" -#+ * MeshVertex.hide -> hide: boolean "NO DESCRIPTION" -#+ * MeshVertex.index -> index: int, "(read-only) Index number of the vertex" -#+ * MeshVertex.normal -> normal: float[3] "Vertex Normal" -#+ * MeshVertex.select -> select: boolean "NO DESCRIPTION" -#MetaBallElements.active -> active: pointer, "(read-only) Last selected element" -#MetaElement.co -> co: float[3] "NO DESCRIPTION" -#+ * MetaElement.hide -> hide: boolean "Hide element" -#+ * MetaElement.radius -> radius: float "NO DESCRIPTION" -#+ * MetaElement.rotation -> rotation: float[4] "NO DESCRIPTION" -#+ * MetaElement.size_x -> size_x: float "Size of element, use of components depends on element type" -#+ * MetaElement.size_y -> size_y: float "Size of element, use of components depends on element type" -#+ * MetaElement.size_z -> size_z: float "Size of element, use of components depends on element type" -#+ * MetaElement.stiffness -> stiffness: float "Stiffness defines how much of the element to fill" -#+ * MetaElement.type -> type: enum "Metaball types" -#MetaElement.use_negative -> use_negative: boolean "Set metaball as negative one" -#+ * Modifier.name -> name: string "Modifier name" -#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|ArmatureModifier.invert_vertex_group -> 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" -#Modifier|ArmatureModifier.use_deform_preserve_volume -> use_deform_preserve_volume: boolean "Deform rotation interpolation with quaternions" -#Modifier|ArmatureModifier.use_multi_modifier -> use_multi_modifier: boolean "Use same input as previous modifier, and mix results using overall vgroup" -#+ * Modifier|ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean "NO DESCRIPTION" -#+ * Modifier|ArmatureModifier.vertex_group -> vertex_group: string "Vertex group name" -#Modifier|ArrayModifier.constant_offset_displace -> constant_offset_displace: float[3] "NO DESCRIPTION" -#+ * Modifier|ArrayModifier.count -> count: int "Number of duplicates to make" -#+ * Modifier|ArrayModifier.curve -> curve: pointer "Curve object to fit array length to" -#+ * Modifier|ArrayModifier.end_cap -> end_cap: pointer "Mesh object to use as an end cap" -#Modifier|ArrayModifier.fit_length -> fit_length: float "Length to fit array within" -#+ * Modifier|ArrayModifier.fit_type -> fit_type: enum "Array length calculation method" -#Modifier|ArrayModifier.merge_threshold -> merge_threshold: float "Limit below which to merge vertices" -#+ * Modifier|ArrayModifier.offset_object -> offset_object: pointer "NO DESCRIPTION" -#Modifier|ArrayModifier.relative_offset_displace -> relative_offset_displace: float[3] "NO DESCRIPTION" -#+ * Modifier|ArrayModifier.start_cap -> start_cap: pointer "Mesh object to use as a start cap" -#Modifier|ArrayModifier.use_constant_offset -> use_constant_offset: boolean "Add a constant offset" -#Modifier|ArrayModifier.use_merge_vertices -> use_merge_vertices: boolean "Merge vertices in adjacent duplicates" -#Modifier|ArrayModifier.use_merge_vertices_cap -> use_merge_vertices_cap: boolean "Merge vertices in first and last duplicates" -#Modifier|ArrayModifier.use_object_offset -> use_object_offset: boolean "Add another objects transformation to the total offset" -#Modifier|ArrayModifier.use_relative_offset -> use_relative_offset: boolean "Add an offset relative to the objects bounding box" -#Modifier|BevelModifier.angle_limit -> angle_limit: float "Angle above which to bevel edges" -#+ * Modifier|BevelModifier.edge_weight_method -> edge_weight_method: enum "What edge weight to use for weighting a vertex" -#+ * Modifier|BevelModifier.limit_method -> limit_method: enum "NO DESCRIPTION" -#Modifier|BevelModifier.use_only_vertices -> use_only_vertices: boolean "Bevel verts/corners, not edges" -#+ * Modifier|BevelModifier.width -> width: float "Bevel value/amount" -#+ * Modifier|BooleanModifier.object -> object: pointer "Mesh object to use for Boolean operation" -#+ * Modifier|BooleanModifier.operation -> operation: enum "NO DESCRIPTION" -#Modifier|BuildModifier.frame_duration -> frame_duration: float "Specify the total time the build effect requires" -#+ * Modifier|BuildModifier.frame_start -> frame_start: float "Specify the start frame of the effect" -#+ * Modifier|BuildModifier.seed -> seed: int "Specify the seed for random if used" -#Modifier|BuildModifier.use_random_order -> use_random_order: boolean "Randomize the faces or edges during build" -#+ * Modifier|CastModifier.cast_type -> cast_type: enum "NO DESCRIPTION" -#+ * Modifier|CastModifier.factor -> factor: float "NO DESCRIPTION" -#+ * Modifier|CastModifier.object -> object: pointer "Control object: if available, its location determines the center of the effect" -#+ * Modifier|CastModifier.radius -> radius: float "Only deform vertices within this distance from the center of the effect (leave as 0 for infinite.)" -#+ * Modifier|CastModifier.size -> size: float "Size of projection shape (leave as 0 for auto.)" -#Modifier|CastModifier.use_radius_as_size -> use_radius_as_size: boolean "Use radius as size of projection shape (0 = auto)" -#+ * Modifier|CastModifier.use_transform -> use_transform: boolean "Use object transform to control projection shape" -#Modifier|CastModifier.use_x -> use_x: boolean "NO DESCRIPTION" -#Modifier|CastModifier.use_y -> use_y: boolean "NO DESCRIPTION" -#Modifier|CastModifier.use_z -> use_z: boolean "NO DESCRIPTION" -#+ * Modifier|CastModifier.vertex_group -> vertex_group: string "Vertex group name" -#+ * Modifier|ClothModifier.collision_settings -> collision_settings: pointer, "(read-only)" -#+ * Modifier|ClothModifier.point_cache -> point_cache: pointer, "(read-only)" -#+ * Modifier|ClothModifier.settings -> settings: pointer, "(read-only)" -#+ * Modifier|CollisionModifier.settings -> settings: pointer, "(read-only)" -#+ * Modifier|CurveModifier.deform_axis -> deform_axis: enum "The axis that the curve deforms along" -#+ * Modifier|CurveModifier.object -> object: pointer "Curve object to deform with" -#+ * Modifier|CurveModifier.vertex_group -> vertex_group: string "Vertex group name" -#+ * Modifier|DecimateModifier.face_count -> face_count: int, "(read-only) The current number of faces in the decimated mesh" -#+ * Modifier|DecimateModifier.ratio -> ratio: float "Defines the ratio of triangles to reduce to" -#+ * Modifier|DisplaceModifier.direction -> direction: enum "NO DESCRIPTION" -#Modifier|DisplaceModifier.mid_level -> mid_level: float "Material value that gives no displacement" -#+ * Modifier|DisplaceModifier.strength -> strength: float "NO DESCRIPTION" -#+ * Modifier|DisplaceModifier.texture -> texture: pointer "NO DESCRIPTION" -#+ * Modifier|DisplaceModifier.texture_coordinate_object -> texture_coordinate_object: pointer "NO DESCRIPTION" -#Modifier|DisplaceModifier.texture_coords -> texture_coords: enum "NO DESCRIPTION" -#+ * Modifier|DisplaceModifier.uv_layer -> uv_layer: string "UV layer name" -#+ * Modifier|DisplaceModifier.vertex_group -> vertex_group: string "Vertex group name" -#+ * Modifier|EdgeSplitModifier.split_angle -> split_angle: float "Angle above which to split edges" -#+ * Modifier|EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean "Split edges with high angle between faces" -#Modifier|EdgeSplitModifier.use_edge_sharp -> use_edge_sharp: boolean "Split edges that are marked as sharp" -#+ * Modifier|ExplodeModifier.protect -> protect: float "Clean vertex group edges" -#Modifier|ExplodeModifier.show_alive -> show_alive: boolean "Show mesh when particles are alive" -#Modifier|ExplodeModifier.show_dead -> show_dead: boolean "Show mesh when particles are dead" -#Modifier|ExplodeModifier.show_unborn -> show_unborn: boolean "Show mesh when particles are unborn" -#Modifier|ExplodeModifier.use_edge_split -> use_edge_split: boolean "Split face edges for nicer shrapnel" -#Modifier|ExplodeModifier.use_size -> use_size: boolean "Use particle size for the shrapnel" -#+ * Modifier|ExplodeModifier.vertex_group -> vertex_group: string "NO DESCRIPTION" -#+ * Modifier|FluidSimulationModifier.settings -> settings: pointer, "(read-only) Settings for how this object is used in the fluid simulation" -#+ * Modifier|HookModifier.falloff -> falloff: float "If not zero, the distance from the hook where influence ends" -#+ * Modifier|HookModifier.force -> force: float "Relative force of the hook" -#+ * Modifier|HookModifier.object -> object: pointer "Parent Object for hook, also recalculates and clears offset" -#+ * Modifier|HookModifier.subtarget -> subtarget: string "Name of Parent Bone for hook (if applicable), also recalculates and clears offset" -#+ * Modifier|HookModifier.vertex_group -> vertex_group: string "Vertex group name" -#+ * Modifier|LatticeModifier.object -> object: pointer "Lattice object to deform with" -#+ * Modifier|LatticeModifier.vertex_group -> vertex_group: string "Vertex group name" -#+ * Modifier|MaskModifier.armature -> armature: pointer "Armature to use as source of bones to mask" -#Modifier|MaskModifier.invert_vertex_group -> invert_vertex_group: boolean "Use vertices that are not part of region defined" -#+ * Modifier|MaskModifier.mode -> mode: enum "NO DESCRIPTION" -#+ * Modifier|MaskModifier.vertex_group -> vertex_group: string "Vertex group name" -#Modifier|MeshDeformModifier.invert_vertex_group -> invert_vertex_group: boolean "Invert vertex group influence" -#+ * Modifier|MeshDeformModifier.is_bound -> is_bound: boolean, "(read-only) Whether geometry has been bound to control cage" -#+ * Modifier|MeshDeformModifier.object -> object: pointer "Mesh object to deform with" -#+ * Modifier|MeshDeformModifier.precision -> precision: int "The grid size for binding" -#Modifier|MeshDeformModifier.use_dynamic_bind -> use_dynamic_bind: boolean "Recompute binding dynamically on top of other deformers (slower and more memory consuming.)" -#+ * Modifier|MeshDeformModifier.vertex_group -> vertex_group: string "Vertex group name" -#Modifier|MirrorModifier.merge_threshold -> merge_threshold: float "Distance from axis within which mirrored vertices are merged" -#+ * Modifier|MirrorModifier.mirror_object -> mirror_object: pointer "Object to use as mirror" -#Modifier|MirrorModifier.use_clip -> use_clip: boolean "Prevents vertices from going through the mirror during transform" -#Modifier|MirrorModifier.use_mirror_u -> use_mirror_u: boolean "Mirror the U texture coordinate around the 0.5 point" -#Modifier|MirrorModifier.use_mirror_v -> use_mirror_v: boolean "Mirror the V texture coordinate around the 0.5 point" -#Modifier|MirrorModifier.use_mirror_vertex_groups -> use_mirror_vertex_groups: boolean "Mirror vertex groups (e.g. .R->.L)" -#Modifier|MirrorModifier.use_x -> use_x: boolean "Enable X axis mirror" -#Modifier|MirrorModifier.use_y -> use_y: boolean "Enable Y axis mirror" -#Modifier|MirrorModifier.use_z -> use_z: boolean "Enable Z axis mirror" -#+ * Modifier|MultiresModifier.filepath -> filepath: string "Path to external displacements file" -#Modifier|MultiresModifier.is_external -> is_external: boolean, "(read-only) Store multires displacements outside the .blend file, to save memory" -#+ * Modifier|MultiresModifier.levels -> levels: int "Number of subdivisions to use in the viewport" -#+ * Modifier|MultiresModifier.render_levels -> render_levels: int "NO DESCRIPTION" -#+ * Modifier|MultiresModifier.sculpt_levels -> sculpt_levels: int "Number of subdivisions to use in sculpt mode" -#Modifier|MultiresModifier.show_only_control_edges -> show_only_control_edges: boolean "Skip drawing/rendering of interior subdivided edges" -#+ * Modifier|MultiresModifier.subdivision_type -> subdivision_type: enum "Selects type of subdivision algorithm" -#+ * Modifier|MultiresModifier.total_levels -> total_levels: int, "(read-only) Number of subdivisions for which displacements are stored" -#+ * Modifier|ParticleInstanceModifier.axis -> axis: enum "Pole axis for rotation" -#+ * Modifier|ParticleInstanceModifier.object -> object: pointer "Object that has the particle system" -#Modifier|ParticleInstanceModifier.particle_system_index -> particle_system_index: int "NO DESCRIPTION" -#+ * Modifier|ParticleInstanceModifier.position -> position: float "Position along path" -#+ * Modifier|ParticleInstanceModifier.random_position -> random_position: float "Randomize position along path" -#Modifier|ParticleInstanceModifier.show_alive -> show_alive: boolean "Show instances when particles are alive" -#Modifier|ParticleInstanceModifier.show_dead -> show_dead: boolean "Show instances when particles are dead" -#Modifier|ParticleInstanceModifier.show_unborn -> show_unborn: boolean "Show instances when particles are unborn" -#Modifier|ParticleInstanceModifier.use_children -> use_children: boolean "Create instances from child particles" -#Modifier|ParticleInstanceModifier.use_normal -> use_normal: boolean "Create instances from normal particles" -#+ * Modifier|ParticleInstanceModifier.use_path -> use_path: boolean "Create instances along particle paths" -#Modifier|ParticleInstanceModifier.use_preserve_shape -> use_preserve_shape: boolean "Dont stretch the object" -#Modifier|ParticleInstanceModifier.use_size -> use_size: boolean "Use particle size to scale the instances" -#+ * Modifier|ParticleSystemModifier.particle_system -> particle_system: pointer, "(read-only) Particle System that this modifier controls" -#+ * Modifier|ScrewModifier.angle -> angle: float "Angle of revolution" -#+ * Modifier|ScrewModifier.axis -> axis: enum "Screw axis" -#+ * Modifier|ScrewModifier.iterations -> iterations: int "Number of times to apply the screw operation" -#+ * Modifier|ScrewModifier.object -> object: pointer "Object to define the screw axis" -#+ * Modifier|ScrewModifier.render_steps -> render_steps: int "Number of steps in the revolution" -#+ * Modifier|ScrewModifier.screw_offset -> screw_offset: float "Offset the revolution along its axis" -#+ * Modifier|ScrewModifier.steps -> steps: int "Number of steps in the revolution" -#+ * Modifier|ScrewModifier.use_normal_calculate -> use_normal_calculate: boolean "Calculate the order of edges (needed for meshes, but not curves)" -#+ * Modifier|ScrewModifier.use_normal_flip -> use_normal_flip: boolean "Flip normals of lathed faces" -#+ * Modifier|ScrewModifier.use_object_screw_offset -> use_object_screw_offset: boolean "Use the distance between the objects to make a screw" -#+ * Modifier|ShrinkwrapModifier.auxiliary_target -> auxiliary_target: pointer "Additional mesh target to shrink to" -#+ * Modifier|ShrinkwrapModifier.offset -> offset: float "Distance to keep from the target" -#+ * Modifier|ShrinkwrapModifier.subsurf_levels -> subsurf_levels: int "Number of subdivisions that must be performed before extracting vertices positions and normals" -#+ * Modifier|ShrinkwrapModifier.target -> target: pointer "Mesh target to shrink to" -#Modifier|ShrinkwrapModifier.use_cull_back_faces -> use_cull_back_faces: boolean "Stop vertices from projecting to a back face on the target" -#Modifier|ShrinkwrapModifier.use_cull_front_faces -> use_cull_front_faces: boolean "Stop vertices from projecting to a front face on the target" -#Modifier|ShrinkwrapModifier.use_keep_above_surface -> use_keep_above_surface: boolean "NO DESCRIPTION" -#Modifier|ShrinkwrapModifier.use_negative_direction -> use_negative_direction: boolean "Allow vertices to move in the negative direction of axis" -#Modifier|ShrinkwrapModifier.use_positive_direction -> use_positive_direction: boolean "Allow vertices to move in the positive direction of axis" -#Modifier|ShrinkwrapModifier.use_project_x -> use_project_x: boolean "NO DESCRIPTION" -#Modifier|ShrinkwrapModifier.use_project_y -> use_project_y: boolean "NO DESCRIPTION" -#Modifier|ShrinkwrapModifier.use_project_z -> use_project_z: boolean "NO DESCRIPTION" -#+ * Modifier|ShrinkwrapModifier.vertex_group -> vertex_group: string "Vertex group name" -#Modifier|ShrinkwrapModifier.wrap_method -> wrap_method: enum "NO DESCRIPTION" -#Modifier|SimpleDeformModifier.deform_method -> deform_method: enum "NO DESCRIPTION" -#+ * Modifier|SimpleDeformModifier.factor -> factor: float "NO DESCRIPTION" -#+ * Modifier|SimpleDeformModifier.limits -> limits: float[2] "Lower/Upper limits for deform" -#Modifier|SimpleDeformModifier.lock_x -> lock_x: boolean "NO DESCRIPTION" -#Modifier|SimpleDeformModifier.lock_y -> lock_y: boolean "NO DESCRIPTION" -#+ * Modifier|SimpleDeformModifier.origin -> origin: pointer "Origin of modifier space coordinates" -#Modifier|SimpleDeformModifier.use_relative -> use_relative: boolean "Sets the origin of deform space to be relative to the object" -#+ * Modifier|SimpleDeformModifier.vertex_group -> vertex_group: string "Vertex group name" -#+ * Modifier|SmokeModifier.coll_settings -> coll_settings: pointer, "(read-only)" -#+ * Modifier|SmokeModifier.domain_settings -> domain_settings: pointer, "(read-only)" -#+ * Modifier|SmokeModifier.flow_settings -> flow_settings: pointer, "(read-only)" -#Modifier|SmokeModifier.smoke_type -> smoke_type: enum "NO DESCRIPTION" -#+ * Modifier|SmoothModifier.factor -> factor: float "NO DESCRIPTION" -#Modifier|SmoothModifier.iterations -> iterations: int "NO DESCRIPTION" -#Modifier|SmoothModifier.use_x -> use_x: boolean "NO DESCRIPTION" -#Modifier|SmoothModifier.use_y -> use_y: boolean "NO DESCRIPTION" -#Modifier|SmoothModifier.use_z -> use_z: boolean "NO DESCRIPTION" -#+ * Modifier|SmoothModifier.vertex_group -> vertex_group: string "Vertex group name" -#+ * Modifier|SoftBodyModifier.point_cache -> point_cache: pointer, "(read-only)" -#+ * Modifier|SoftBodyModifier.settings -> settings: pointer, "(read-only)" -#+ * Modifier|SolidifyModifier.edge_crease_inner -> edge_crease_inner: float "Assign a crease to inner edges" -#+ * Modifier|SolidifyModifier.edge_crease_outer -> edge_crease_outer: float "Assign a crease to outer edges" -#+ * Modifier|SolidifyModifier.edge_crease_rim -> edge_crease_rim: float "Assign a crease to the edges making up the rim" -#Modifier|SolidifyModifier.invert_vertex_group -> invert_vertex_group: boolean "Invert the vertex group influence" -#+ * Modifier|SolidifyModifier.offset -> offset: float "Offset the thickness from the center" -#+ * Modifier|SolidifyModifier.thickness -> thickness: float "Thickness of the shell" -#+ * Modifier|SolidifyModifier.use_even_offset -> use_even_offset: boolean "Maintain thickness by adjusting for sharp corners (slow, disable when not needed)" -#+ * Modifier|SolidifyModifier.use_quality_normals -> use_quality_normals: boolean "Calculate normals which result in more even thickness (slow, disable when not needed)" -#+ * Modifier|SolidifyModifier.use_rim -> use_rim: boolean "Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)" -#+ * Modifier|SolidifyModifier.use_rim_material -> use_rim_material: boolean "Use in the next material for rim faces" -#+ * Modifier|SolidifyModifier.vertex_group -> vertex_group: string "Vertex group name" -#+ * Modifier|SubsurfModifier.levels -> levels: int "Number of subdivisions to perform" -#+ * Modifier|SubsurfModifier.render_levels -> render_levels: int "Number of subdivisions to perform when rendering" -#Modifier|SubsurfModifier.show_only_control_edges -> show_only_control_edges: boolean "Skip drawing/rendering of interior subdivided edges" -#+ * Modifier|SubsurfModifier.subdivision_type -> subdivision_type: enum "Selects type of subdivision algorithm" -#Modifier|SubsurfModifier.use_subsurf_uv -> use_subsurf_uv: boolean "Use subsurf to subdivide UVs" -#+ * Modifier|UVProjectModifier.aspect_x -> aspect_x: float "NO DESCRIPTION" -#+ * Modifier|UVProjectModifier.aspect_y -> aspect_y: float "NO DESCRIPTION" -#+ * Modifier|UVProjectModifier.image -> image: pointer "NO DESCRIPTION" -#Modifier|UVProjectModifier.projector_count -> projector_count: int "Number of projectors to use" -#+ * Modifier|UVProjectModifier.projectors -> projectors: collection, "(read-only)" -#+ * Modifier|UVProjectModifier.scale_x -> scale_x: float "NO DESCRIPTION" -#+ * Modifier|UVProjectModifier.scale_y -> scale_y: float "NO DESCRIPTION" -#Modifier|UVProjectModifier.use_image_override -> use_image_override: boolean "Override faces current images with the given image" -#+ * Modifier|UVProjectModifier.uv_layer -> uv_layer: string "UV layer name" -#+ * Modifier|WaveModifier.damping_time -> damping_time: float "NO DESCRIPTION" -#+ * Modifier|WaveModifier.falloff_radius -> falloff_radius: float "NO DESCRIPTION" -#+ * Modifier|WaveModifier.height -> height: float "NO DESCRIPTION" -#+ * Modifier|WaveModifier.lifetime -> lifetime: float "NO DESCRIPTION" -#+ * Modifier|WaveModifier.narrowness -> narrowness: float "NO DESCRIPTION" -#+ * Modifier|WaveModifier.speed -> speed: float "NO DESCRIPTION" -#+ * Modifier|WaveModifier.start_position_object -> start_position_object: pointer "NO DESCRIPTION" -#+ * Modifier|WaveModifier.start_position_x -> start_position_x: float "NO DESCRIPTION" -#+ * Modifier|WaveModifier.start_position_y -> start_position_y: float "NO DESCRIPTION" -#+ * Modifier|WaveModifier.texture -> texture: pointer "Texture for modulating the wave" -#Modifier|WaveModifier.texture_coords -> texture_coords: enum "Texture coordinates used for modulating input" -#Modifier|WaveModifier.texture_coords_object -> texture_coords_object: pointer "NO DESCRIPTION" -#+ * Modifier|WaveModifier.time_offset -> time_offset: float "Either the starting frame (for positive speed) or ending frame (for negative speed.)" -#Modifier|WaveModifier.use_cyclic -> use_cyclic: boolean "Cyclic wave effect" -#Modifier|WaveModifier.use_normal -> use_normal: boolean "Displace along normals" -#Modifier|WaveModifier.use_normal_x -> use_normal_x: boolean "Enable displacement along the X normal" -#Modifier|WaveModifier.use_normal_y -> use_normal_y: boolean "Enable displacement along the Y normal" -#Modifier|WaveModifier.use_normal_z -> use_normal_z: boolean "Enable displacement along the Z normal" -#Modifier|WaveModifier.use_x -> use_x: boolean "X axis motion" -#Modifier|WaveModifier.use_y -> use_y: boolean "Y axis motion" -#+ * Modifier|WaveModifier.uv_layer -> uv_layer: string "UV layer name" -#+ * Modifier|WaveModifier.vertex_group -> vertex_group: string "Vertex group name for modulating the wave" -#+ * Modifier|WaveModifier.width -> width: float "NO DESCRIPTION" -#+ * MotionPath.frame_end -> frame_end: int, "(read-only) End frame of the stored range" -#+ * MotionPath.frame_start -> frame_start: int, "(read-only) Starting frame of the stored range" -#MotionPath.is_modified -> is_modified: boolean "Path is being edited" -#+ * MotionPath.length -> length: int, "(read-only) Number of frames cached" -#+ * MotionPath.points -> points: collection, "(read-only) Cached positions per frame" -#+ * MotionPath.use_bone_head -> use_bone_head: boolean, "(read-only) For PoseBone paths, use the bone head location when calculating this path" -#+ * MotionPathVert.co -> co: float[3] "NO DESCRIPTION" -#+ * MotionPathVert.select -> select: boolean "Path point is selected for editing" -#+ * NlaStrip.action -> action: pointer "Action referenced by this strip" -#NlaStrip.action_frame_end -> action_frame_end: float "NO DESCRIPTION" -#NlaStrip.action_frame_start -> action_frame_start: float "NO DESCRIPTION" -#+ * NlaStrip.active -> active: boolean, "(read-only) NLA Strip is active" -#+ * NlaStrip.blend_in -> blend_in: float "Number of frames at start of strip to fade in influence" -#+ * NlaStrip.blend_out -> blend_out: float "NO DESCRIPTION" -#NlaStrip.blend_type -> blend_type: enum "Method used for combining strips result with accumulated result" -#+ * NlaStrip.extrapolation -> extrapolation: enum "Action to take for gaps past the strip extents" -#+ * NlaStrip.fcurves -> fcurves: collection, "(read-only) F-Curves for controlling the strips influence and timing" -#+ * NlaStrip.frame_end -> frame_end: float "NO DESCRIPTION" -#+ * NlaStrip.frame_start -> frame_start: float "NO DESCRIPTION" -#+ * NlaStrip.influence -> influence: float "Amount the strip contributes to the current result" -#+ * NlaStrip.modifiers -> modifiers: collection, "(read-only) Modifiers affecting all the F-Curves in the referenced Action" -#+ * NlaStrip.mute -> mute: boolean "NLA Strip is not evaluated" -#+ * NlaStrip.name -> name: string "NO DESCRIPTION" -#+ * NlaStrip.repeat -> repeat: float "Number of times to repeat the action range" -#+ * NlaStrip.scale -> scale: float "Scaling factor for action" -#+ * NlaStrip.select -> select: boolean "NLA Strip is selected" -#+ * NlaStrip.strip_time -> strip_time: float "Frame of referenced Action to evaluate" -#+ * NlaStrip.strips -> strips: collection, "(read-only) NLA Strips that this strip acts as a container for (if it is of type Meta)" -#+ * NlaStrip.type -> type: enum, "(read-only) Type of NLA Strip" -#NlaStrip.use_animated_influence -> use_animated_influence: boolean "Influence setting is controlled by an F-Curve rather than automatically determined" -#NlaStrip.use_animated_time -> use_animated_time: boolean "Strip time is controlled by an F-Curve rather than automatically determined" -#NlaStrip.use_animated_time_cyclic -> use_animated_time_cyclic: boolean "Cycle the animated time within the action start & end" -#NlaStrip.use_auto_blend -> use_auto_blend: boolean "Number of frames for Blending In/Out is automatically determined from overlapping strips" -#NlaStrip.use_reverse -> use_reverse: boolean "NLA Strip is played back in reverse order (only when timing is automatically determined)" -#+ * NlaTrack.active -> active: boolean, "(read-only) NLA Track is active" -#NlaTrack.is_solo -> is_solo: boolean, "(read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)" -#+ * NlaTrack.lock -> lock: boolean "NLA Track is locked" -#+ * NlaTrack.mute -> mute: boolean "NLA Track is not evaluated" -#+ * NlaTrack.name -> name: string "NO DESCRIPTION" -#+ * NlaTrack.select -> select: boolean "NLA Track is selected" -#+ * NlaTrack.strips -> strips: collection, "(read-only) NLA Strips on this NLA-track" -#+ * Node.inputs -> inputs: collection, "(read-only)" -#+ * Node.location -> location: float[2] "NO DESCRIPTION" -#+ * Node.name -> name: string "Node name" -#+ * Node.outputs -> outputs: collection, "(read-only)" -#+ * Node|CompositorNode.type -> type: enum, "(read-only)" -#+ * Node|CompositorNode|CompositorNodeAlphaOver.premul -> premul: float "Mix Factor" -#Node|CompositorNode|CompositorNodeAlphaOver.use_premultiply -> use_premultiply: boolean "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeBilateralblur.iterations -> iterations: int "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeBilateralblur.sigma_color -> sigma_color: float "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeBilateralblur.sigma_space -> sigma_space: float "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeBlur.factor -> factor: float "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeBlur.factor_x -> factor_x: float "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeBlur.factor_y -> factor_y: float "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeBlur.filter_type -> filter_type: enum "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeBlur.size_x -> size_x: int "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeBlur.size_y -> size_y: int "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeBlur.use_bokeh -> use_bokeh: boolean "Uses circular filter (slower)" -#Node|CompositorNode|CompositorNodeBlur.use_gamma_correction -> use_gamma_correction: boolean "Applies filter on gamma corrected values" -#Node|CompositorNode|CompositorNodeBlur.use_relative -> use_relative: boolean "Use relative (percent) values to define blur radius" -#+ * Node|CompositorNode|CompositorNodeChannelMatte.color_space -> color_space: enum "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeChannelMatte.limit_channel -> limit_channel: enum "Limit by this channels value" -#Node|CompositorNode|CompositorNodeChannelMatte.limit_max -> limit_max: float "Values higher than this setting are 100% opaque" -#Node|CompositorNode|CompositorNodeChannelMatte.limit_method -> limit_method: enum "Algorithm to use to limit channel" -#Node|CompositorNode|CompositorNodeChannelMatte.limit_min -> limit_min: float "Values lower than this setting are 100% keyed" -#Node|CompositorNode|CompositorNodeChannelMatte.matte_channel -> matte_channel: enum "Channel used to determine matte" -#+ * Node|CompositorNode|CompositorNodeChromaMatte.gain -> gain: float "Alpha gain" -#+ * Node|CompositorNode|CompositorNodeChromaMatte.lift -> lift: float "Alpha lift" -#+ * Node|CompositorNode|CompositorNodeChromaMatte.shadow_adjust -> shadow_adjust: float "Adjusts the brightness of any shadows captured" -#Node|CompositorNode|CompositorNodeChromaMatte.threshold -> threshold: float "Tolerance below which colors will be considered as exact matches" -#Node|CompositorNode|CompositorNodeChromaMatte.tolerance -> tolerance: float "Tolerance for a color to be considered a keying color" -#Node|CompositorNode|CompositorNodeColorBalance.correction_method -> correction_method: enum "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeColorBalance.gain -> gain: float[3] "Correction for Highlights" -#+ * Node|CompositorNode|CompositorNodeColorBalance.gamma -> gamma: float[3] "Correction for Midtones" -#+ * Node|CompositorNode|CompositorNodeColorBalance.lift -> lift: float[3] "Correction for Shadows" -#+ * Node|CompositorNode|CompositorNodeColorBalance.offset -> offset: float[3] "Correction for Shadows" -#+ * Node|CompositorNode|CompositorNodeColorBalance.power -> power: float[3] "Correction for Midtones" -#+ * Node|CompositorNode|CompositorNodeColorBalance.slope -> slope: float[3] "Correction for Highlights" -#Node|CompositorNode|CompositorNodeColorMatte.color_hue -> color_hue: float "Hue tolerance for colors to be considered a keying color" -#Node|CompositorNode|CompositorNodeColorMatte.color_saturation -> color_saturation: float "Saturation Tolerance for the color" -#Node|CompositorNode|CompositorNodeColorMatte.color_value -> color_value: float "Value Tolerance for the color" -#+ * Node|CompositorNode|CompositorNodeColorSpill.channel -> channel: enum "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeColorSpill.limit_channel -> limit_channel: enum "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeColorSpill.limit_method -> limit_method: enum "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeColorSpill.ratio -> ratio: float "Scale limit by value" -#+ * Node|CompositorNode|CompositorNodeColorSpill.unspill_blue -> unspill_blue: float "Blue spillmap scale" -#+ * Node|CompositorNode|CompositorNodeColorSpill.unspill_green -> unspill_green: float "Green spillmap scale" -#+ * Node|CompositorNode|CompositorNodeColorSpill.unspill_red -> unspill_red: float "Red spillmap scale" -#Node|CompositorNode|CompositorNodeColorSpill.use_unspill -> use_unspill: boolean "Compensate all channels (diffenrently) by hand" -#Node|CompositorNode|CompositorNodeCrop.max_x -> max_x: int "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeCrop.max_y -> max_y: int "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeCrop.min_x -> min_x: int "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeCrop.min_y -> min_y: int "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeCrop.use_crop_size -> use_crop_size: boolean "Whether to crop the size of the input image" -#+ * Node|CompositorNode|CompositorNodeCurveRGB.mapping -> mapping: pointer, "(read-only)" -#+ * Node|CompositorNode|CompositorNodeCurveVec.mapping -> mapping: pointer, "(read-only)" -#+ * Node|CompositorNode|CompositorNodeDBlur.angle -> angle: float "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeDBlur.center_x -> center_x: float "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeDBlur.center_y -> center_y: float "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeDBlur.distance -> distance: float "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeDBlur.iterations -> iterations: int "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeDBlur.spin -> spin: float "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeDBlur.use_wrap -> use_wrap: boolean "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeDBlur.zoom -> zoom: float "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeDefocus.angle -> angle: int "Bokeh shape rotation offset in degrees" -#Node|CompositorNode|CompositorNodeDefocus.blur_max -> blur_max: float "blur limit, maximum CoC radius, 0=no limit" -#+ * Node|CompositorNode|CompositorNodeDefocus.bokeh -> bokeh: enum "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeDefocus.f_stop -> f_stop: float "Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius" -#+ * Node|CompositorNode|CompositorNodeDefocus.samples -> samples: int "Number of samples (16=grainy, higher=less noise)" -#+ * Node|CompositorNode|CompositorNodeDefocus.threshold -> threshold: float "CoC radius threshold, prevents background bleed on in-focus midground, 0=off" -#Node|CompositorNode|CompositorNodeDefocus.use_gamma_correction -> use_gamma_correction: boolean "Enable gamma correction before and after main process" -#Node|CompositorNode|CompositorNodeDefocus.use_preview -> use_preview: boolean "Enable sampling mode, useful for preview when using low samplecounts" -#+ * Node|CompositorNode|CompositorNodeDefocus.use_zbuffer -> use_zbuffer: boolean "Disable when using an image as input instead of actual zbuffer (auto enabled if node not image based, eg. time node)" -#+ * Node|CompositorNode|CompositorNodeDefocus.z_scale -> z_scale: float "Scales the Z input when not using a zbuffer, controls maximum blur designated by the color white or input value 1" -#+ * Node|CompositorNode|CompositorNodeDiffMatte.falloff -> falloff: float "Color distances below this additional threshold are partially keyed" -#+ * Node|CompositorNode|CompositorNodeDiffMatte.tolerance -> tolerance: float "Color distances below this threshold are keyed" -#+ * Node|CompositorNode|CompositorNodeDilateErode.distance -> distance: int "Distance to grow/shrink (number of iterations)" -#+ * Node|CompositorNode|CompositorNodeDistanceMatte.falloff -> falloff: float "Color distances below this additional threshold are partially keyed" -#+ * Node|CompositorNode|CompositorNodeDistanceMatte.tolerance -> tolerance: float "Color distances below this threshold are keyed" -#+ * Node|CompositorNode|CompositorNodeFilter.filter_type -> filter_type: enum "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeFlip.axis -> axis: enum "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeGlare.angle_offset -> angle_offset: float "Streak angle offset in degrees" -#+ * Node|CompositorNode|CompositorNodeGlare.color_modulation -> color_modulation: float "Amount of Color Modulation, modulates colors of streaks and ghosts for a spectral dispersion effect" -#+ * Node|CompositorNode|CompositorNodeGlare.fade -> fade: float "Streak fade-out factor" -#+ * Node|CompositorNode|CompositorNodeGlare.glare_type -> glare_type: enum "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeGlare.iterations -> iterations: int "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeGlare.mix -> mix: float "-1 is original image only, 0 is exact 50/50 mix, 1 is processed image only" -#+ * Node|CompositorNode|CompositorNodeGlare.quality -> quality: enum "If not set to high quality, the effect will be applied to a low-res copy of the source image" -#+ * Node|CompositorNode|CompositorNodeGlare.size -> size: int "Glow/glare size (not actual size; relative to initial size of bright area of pixels)" -#+ * Node|CompositorNode|CompositorNodeGlare.streaks -> streaks: int "Total number of streaks" -#+ * Node|CompositorNode|CompositorNodeGlare.threshold -> threshold: float "The glare filter will only be applied to pixels brighter than this value" -#Node|CompositorNode|CompositorNodeGlare.use_rotate_45 -> use_rotate_45: boolean "Simple star filter: add 45 degree rotation offset" -#+ * Node|CompositorNode|CompositorNodeHueCorrect.mapping -> mapping: pointer, "(read-only)" -#Node|CompositorNode|CompositorNodeHueSat.color_hue -> color_hue: float "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeHueSat.color_saturation -> color_saturation: float "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeHueSat.color_value -> color_value: float "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeIDMask.index -> index: int "Pass index number to convert to alpha" -#Node|CompositorNode|CompositorNodeImage.frame_duration -> frame_duration: int "Number of images used in animation" -#Node|CompositorNode|CompositorNodeImage.frame_offset -> frame_offset: int "Offsets the number of the frame to use in the animation" -#Node|CompositorNode|CompositorNodeImage.frame_start -> frame_start: int "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeImage.image -> image: pointer "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeImage.layer -> layer: enum "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeImage.use_auto_refresh -> use_auto_refresh: boolean "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeImage.use_cyclic -> use_cyclic: boolean "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeInvert.invert_alpha -> invert_alpha: boolean "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeInvert.invert_rgb -> invert_rgb: boolean "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeLensdist.use_fit -> use_fit: boolean "For positive distortion factor only: scale image such that black areas are not visible" -#Node|CompositorNode|CompositorNodeLensdist.use_jitter -> use_jitter: boolean "Enable/disable jittering; faster, but also noisier" -#Node|CompositorNode|CompositorNodeLensdist.use_projector -> use_projector: boolean "Enable/disable projector mode. Effect is applied in horizontal direction only" -#+ * Node|CompositorNode|CompositorNodeLevels.channel -> channel: enum "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeLumaMatte.limit_max -> limit_max: float "Values higher than this setting are 100% opaque" -#Node|CompositorNode|CompositorNodeLumaMatte.limit_min -> limit_min: float "Values lower than this setting are 100% keyed" -#+ * Node|CompositorNode|CompositorNodeMapUV.alpha -> alpha: int "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeMapValue.max -> max: float[1] "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeMapValue.min -> min: float[1] "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeMapValue.offset -> offset: float[1] "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeMapValue.size -> size: float[1] "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeMapValue.use_max -> use_max: boolean "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeMapValue.use_min -> use_min: boolean "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeMath.operation -> operation: enum "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeMixRGB.use_alpha -> use_alpha: boolean "Include alpha of second input in this operation" -#+ * Node|CompositorNode|CompositorNodeOutputFile.exr_codec -> exr_codec: enum "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeOutputFile.filepath -> filepath: string "Output path for the image, same functionality as render output." -#+ * Node|CompositorNode|CompositorNodeOutputFile.frame_end -> frame_end: int "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeOutputFile.frame_start -> frame_start: int "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeOutputFile.image_type -> image_type: enum "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeOutputFile.quality -> quality: int "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeOutputFile.use_exr_half -> use_exr_half: boolean "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodePremulKey.mapping -> mapping: enum "Conversion between premultiplied alpha and key alpha" -#+ * Node|CompositorNode|CompositorNodeRLayers.layer -> layer: enum "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeRLayers.scene -> scene: pointer "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeRotate.filter_type -> filter_type: enum "Method to use to filter rotation" -#+ * Node|CompositorNode|CompositorNodeScale.space -> space: enum "Coordinate space to scale relative to" -#+ * Node|CompositorNode|CompositorNodeSplitViewer.axis -> axis: enum "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeSplitViewer.factor -> factor: int "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use" -#+ * Node|CompositorNode|CompositorNodeTexture.texture -> texture: pointer "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeTime.curve -> curve: pointer, "(read-only)" -#Node|CompositorNode|CompositorNodeTime.frame_end -> frame_end: int "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeTime.frame_start -> frame_start: int "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeTonemap.adaptation -> adaptation: float "If 0, global; if 1, based on pixel intensity" -#+ * Node|CompositorNode|CompositorNodeTonemap.contrast -> contrast: float "Set to 0 to use estimate from input image" -#+ * Node|CompositorNode|CompositorNodeTonemap.correction -> correction: float "If 0, same for all channels; if 1, each independent" -#+ * Node|CompositorNode|CompositorNodeTonemap.gamma -> gamma: float "If not used, set to 1" -#+ * Node|CompositorNode|CompositorNodeTonemap.intensity -> intensity: float "If less than zero, darkens image; otherwise, makes it brighter" -#+ * Node|CompositorNode|CompositorNodeTonemap.key -> key: float "The value the average luminance is mapped to" -#+ * Node|CompositorNode|CompositorNodeTonemap.offset -> offset: float "Normally always 1, but can be used as an extra control to alter the brightness curve" -#+ * Node|CompositorNode|CompositorNodeTonemap.tonemap_type -> tonemap_type: enum "NO DESCRIPTION" -#+ * Node|CompositorNode|CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)" -#+ * Node|CompositorNode|CompositorNodeVecBlur.factor -> factor: float "Scaling factor for motion vectors; actually shutter speed in frames" -#+ * Node|CompositorNode|CompositorNodeVecBlur.samples -> samples: int "NO DESCRIPTION" -#Node|CompositorNode|CompositorNodeVecBlur.speed_max -> speed_max: int "Maximum speed, or zero for none" -#Node|CompositorNode|CompositorNodeVecBlur.speed_min -> speed_min: int "Minimum speed for a pixel to be blurred; used to separate background from foreground" -#Node|CompositorNode|CompositorNodeVecBlur.use_curved -> use_curved: boolean "Interpolate between frames in a bezier curve, rather than linearly" -#+ * Node|NodeGroup.nodetree -> nodetree: pointer "NO DESCRIPTION" -#+ * Node|ShaderNode.type -> type: enum, "(read-only)" -#+ * Node|ShaderNode|ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean "Material Node uses inverted normal" -#+ * Node|ShaderNode|ShaderNodeExtendedMaterial.material -> material: pointer "NO DESCRIPTION" -#Node|ShaderNode|ShaderNodeExtendedMaterial.use_diffuse -> use_diffuse: boolean "Material Node outputs Diffuse" -#Node|ShaderNode|ShaderNodeExtendedMaterial.use_specular -> use_specular: boolean "Material Node outputs Specular" -#+ * Node|ShaderNode|ShaderNodeGeometry.color_layer -> color_layer: string "NO DESCRIPTION" -#+ * Node|ShaderNode|ShaderNodeGeometry.uv_layer -> uv_layer: string "NO DESCRIPTION" -#+ * Node|ShaderNode|ShaderNodeMapping.location -> location: float[3] "Location offset for the input coordinate" -#Node|ShaderNode|ShaderNodeMapping.max -> max: float[3] "Maximum value to clamp coordinate to" -#Node|ShaderNode|ShaderNodeMapping.min -> min: float[3] "Minimum value to clamp coordinate to" -#+ * Node|ShaderNode|ShaderNodeMapping.rotation -> rotation: float[3] "Rotation offset for the input coordinate" -#+ * Node|ShaderNode|ShaderNodeMapping.scale -> scale: float[3] "Scale adjustment for the input coordinate" -#Node|ShaderNode|ShaderNodeMapping.use_max -> use_max: boolean "Clamp the output coordinate to a maximum value" -#Node|ShaderNode|ShaderNodeMapping.use_min -> use_min: boolean "Clamp the output coordinate to a minimum value" -#+ * Node|ShaderNode|ShaderNodeMaterial.invert_normal -> invert_normal: boolean "Material Node uses inverted normal" -#+ * Node|ShaderNode|ShaderNodeMaterial.material -> material: pointer "NO DESCRIPTION" -#Node|ShaderNode|ShaderNodeMaterial.use_diffuse -> use_diffuse: boolean "Material Node outputs Diffuse" -#Node|ShaderNode|ShaderNodeMaterial.use_specular -> use_specular: boolean "Material Node outputs Specular" -#+ * Node|ShaderNode|ShaderNodeMath.operation -> operation: enum "NO DESCRIPTION" -#+ * Node|ShaderNode|ShaderNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION" -#Node|ShaderNode|ShaderNodeMixRGB.use_alpha -> use_alpha: boolean "Include alpha of second input in this operation" -#+ * Node|ShaderNode|ShaderNodeRGBCurve.mapping -> mapping: pointer, "(read-only)" -#+ * Node|ShaderNode|ShaderNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use" -#+ * Node|ShaderNode|ShaderNodeTexture.texture -> texture: pointer "NO DESCRIPTION" -#+ * Node|ShaderNode|ShaderNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)" -#+ * Node|ShaderNode|ShaderNodeVectorCurve.mapping -> mapping: pointer, "(read-only)" -#+ * Node|ShaderNode|ShaderNodeVectorMath.operation -> operation: enum "NO DESCRIPTION" -#+ * Node|TextureNode.type -> type: enum, "(read-only)" -#+ * Node|TextureNode|TextureNodeBricks.offset -> offset: float "NO DESCRIPTION" -#+ * Node|TextureNode|TextureNodeBricks.offset_frequency -> offset_frequency: int "Offset every N rows" -#+ * Node|TextureNode|TextureNodeBricks.squash -> squash: float "NO DESCRIPTION" -#+ * Node|TextureNode|TextureNodeBricks.squash_frequency -> squash_frequency: int "Squash every N rows" -#+ * Node|TextureNode|TextureNodeCurveRGB.mapping -> mapping: pointer, "(read-only)" -#+ * Node|TextureNode|TextureNodeCurveTime.curve -> curve: pointer, "(read-only)" -#Node|TextureNode|TextureNodeCurveTime.frame_end -> frame_end: int "NO DESCRIPTION" -#Node|TextureNode|TextureNodeCurveTime.frame_start -> frame_start: int "NO DESCRIPTION" -#+ * Node|TextureNode|TextureNodeImage.image -> image: pointer "NO DESCRIPTION" -#+ * Node|TextureNode|TextureNodeMath.operation -> operation: enum "NO DESCRIPTION" -#+ * Node|TextureNode|TextureNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION" -#Node|TextureNode|TextureNodeMixRGB.use_alpha -> use_alpha: boolean "Include alpha of second input in this operation" -#Node|TextureNode|TextureNodeOutput.filepath -> filepath: string "NO DESCRIPTION" -#+ * Node|TextureNode|TextureNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use" -#+ * Node|TextureNode|TextureNodeTexture.texture -> texture: pointer "NO DESCRIPTION" -#+ * Node|TextureNode|TextureNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)" -#+ * ObjectBase.layers -> layers: boolean[20] "Layers the object base is on" -#+ * ObjectBase.object -> object: pointer, "(read-only) Object this base links to" -#+ * ObjectBase.select -> select: boolean "Object base selection state" -#+ * ObjectConstraints.active -> active: pointer "Active Object constraint" -#+ * Operator.bl_description -> bl_description: string "NO DESCRIPTION" -#+ * Operator.bl_idname -> bl_idname: string "NO DESCRIPTION" -#+ * Operator.bl_label -> bl_label: string "NO DESCRIPTION" -#+ * Operator.bl_options -> bl_options: enum "Options for this operator type" -#+ * Operator.has_reports -> has_reports: boolean, "(read-only) Operator has a set of reports (warnings and errors) from last execution" -#+ * Operator.layout -> layout: pointer, "(read-only)" -#+ * Operator.name -> name: string, "(read-only)" -#+ * Operator.properties -> properties: pointer, "(read-only)" -#+ * OperatorTypeMacro.properties -> properties: pointer, "(read-only)" -#+ * PackedFile.size -> size: int, "(read-only) Size of packed file in bytes" -#+ * Paint.brush -> brush: pointer "Active Brush" -#+ * Paint.show_brush -> show_brush: boolean "NO DESCRIPTION" -#+ * Paint.show_brush_on_surface -> show_brush_on_surface: boolean "NO DESCRIPTION" -#Paint.show_low_resolution -> show_low_resolution: boolean "For multires, show low resolution while navigating the view" -#+ * Paint|ImagePaint.invert_stencil -> invert_stencil: boolean "Invert the stencil layer" -#+ * Paint|ImagePaint.normal_angle -> normal_angle: int "Paint most on faces pointing towards the view according to this angle" -#+ * Paint|ImagePaint.screen_grab_size -> screen_grab_size: int[2] "Size to capture the image for re-projecting" -#+ * Paint|ImagePaint.seam_bleed -> seam_bleed: int "Extend paint beyond the faces UVs to reduce seams (in pixels, slower)" -#+ * Paint|ImagePaint.show_brush -> show_brush: boolean "Enables brush shape while not drawing" -#+ * Paint|ImagePaint.show_brush_draw -> show_brush_draw: boolean "Enables brush shape while drawing" -#Paint|ImagePaint.use_backface_culling -> use_backface_culling: boolean "Ignore faces pointing away from the view (faster)" -#+ * Paint|ImagePaint.use_clone_layer -> use_clone_layer: boolean "Use another UV layer as clone source, otherwise use 3D the cursor as the source" -#+ * Paint|ImagePaint.use_normal_falloff -> use_normal_falloff: boolean "Paint most on faces pointing towards the view" -#+ * Paint|ImagePaint.use_occlude -> use_occlude: boolean "Only paint onto the faces directly under the brush (slower)" -#+ * Paint|ImagePaint.use_projection -> use_projection: boolean "Use projection painting for improved consistency in the brush strokes" -#+ * Paint|ImagePaint.use_stencil_layer -> use_stencil_layer: boolean "Set the mask layer from the UV layer buttons" -#+ * Paint|Sculpt.lock_x -> lock_x: boolean "Disallow changes to the X axis of vertices" -#+ * Paint|Sculpt.lock_y -> lock_y: boolean "Disallow changes to the Y axis of vertices" -#+ * Paint|Sculpt.lock_z -> lock_z: boolean "Disallow changes to the Z axis of vertices" -#Paint|Sculpt.radial_symmetry -> radial_symmetry: int[3] "Number of times to copy strokes across the surface" -#+ * Paint|Sculpt.use_symmetry_feather -> use_symmetry_feather: boolean "Reduce the strength of the brush where it overlaps symmetrical daubs" -#Paint|Sculpt.use_symmetry_x -> use_symmetry_x: boolean "Mirror brush across the X axis" -#Paint|Sculpt.use_symmetry_y -> use_symmetry_y: boolean "Mirror brush across the Y axis" -#Paint|Sculpt.use_symmetry_z -> use_symmetry_z: boolean "Mirror brush across the Z axis" -#Paint|Sculpt.use_threaded -> use_threaded: boolean "Take advantage of multiple CPU cores to improve sculpting performance" -#Paint|VertexPaint.use_all_faces -> use_all_faces: boolean "Paint on all faces inside brush" -#Paint|VertexPaint.use_normal -> use_normal: boolean "Applies the vertex normal before painting" -#Paint|VertexPaint.use_spray -> use_spray: boolean "Keep applying paint effect while holding mouse" -#+ * Panel.bl_context -> bl_context: string "The context in which the panel belongs to. (TODO: explain the possible combinations bl_context/bl_region_type/bl_space_type)" -#+ * Panel.bl_idname -> bl_idname: string "If this is set, the panel gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is OBJECT_PT_hello, and bl_idname is not set by the script, then bl_idname = OBJECT_PT_hello" -#+ * Panel.bl_label -> bl_label: string "The panel label, shows up in the panel header at the right of the triangle used to collapse the panel." -#+ * Panel.bl_region_type -> bl_region_type: enum "The region where the panel is going to be used in." -#+ * Panel.bl_show_header -> bl_show_header: boolean "If set to True, the panel shows a header, which contains a clickable arrow to collapse the panel and the label (see bl_label)." -#+ * Panel.bl_space_type -> bl_space_type: enum "The space where the panel is going to be used in." - + * Panel.bl_default_closed -> bl_use_closed: boolean "Defines if the panel has to be open or collapsed at the time of its creation. Note that once the panel has been created with bl_default_closed = True, at reload (F8) it stays open." -#+ * Panel.layout -> layout: pointer, "(read-only) Defines the structure of the panel in the UI." -#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.birth_time -> birth_time: float "NO DESCRIPTION" -#+ * Particle.die_time -> die_time: float "NO DESCRIPTION" -#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)" -#+ * Particle.lifetime -> lifetime: float "NO DESCRIPTION" -#+ * Particle.location -> location: float[3] "NO DESCRIPTION" -#+ * Particle.prev_angular_velocity -> prev_angular_velocity: float[3] "NO DESCRIPTION" -#+ * Particle.prev_location -> prev_location: float[3] "NO DESCRIPTION" -#+ * Particle.prev_rotation -> prev_rotation: float[4] "NO DESCRIPTION" -#+ * Particle.prev_velocity -> prev_velocity: float[3] "NO DESCRIPTION" -#+ * Particle.rotation -> rotation: float[4] "NO DESCRIPTION" -#+ * Particle.size -> size: float "NO DESCRIPTION" -#+ * Particle.velocity -> velocity: float[3] "NO DESCRIPTION" -#+ * ParticleBrush.count -> count: int "Particle count" -#+ * ParticleBrush.curve -> curve: pointer, "(read-only)" -#+ * ParticleBrush.length_mode -> length_mode: enum "NO DESCRIPTION" -#+ * ParticleBrush.puff_mode -> puff_mode: enum "NO DESCRIPTION" -#+ * ParticleBrush.size -> size: int "Brush size" -#+ * ParticleBrush.steps -> steps: int "Brush steps" -#+ * ParticleBrush.strength -> strength: float "Brush strength" -#+ * ParticleBrush.use_puff_volume -> use_puff_volume: boolean "Apply puff to unselected end-points, (helps maintain hair volume when puffing root)" -#+ * ParticleDupliWeight.count -> count: int "The number of times this object is repeated with respect to other objects" -#+ * ParticleDupliWeight.name -> name: string, "(read-only) Particle dupliobject name" -#+ * ParticleEdit.brush -> brush: pointer, "(read-only)" -#ParticleEdit.default_key_count -> default_key_count: int "How many keys to make new particles with" -#+ * ParticleEdit.draw_step -> draw_step: int "How many steps to draw the path with" -#+ * ParticleEdit.emitter_distance -> emitter_distance: float "Distance to keep particles away from the emitter" -#+ * ParticleEdit.fade_frames -> fade_frames: int "How many frames to fade" -#ParticleEdit.is_editable -> is_editable: boolean, "(read-only) A valid edit mode exists" -#ParticleEdit.is_hair -> is_hair: boolean, "(read-only) Editing hair" -#+ * ParticleEdit.object -> object: pointer, "(read-only) The edited object" -#ParticleEdit.select_mode -> select_mode: enum "Particle select and display mode" -#ParticleEdit.show_particles -> show_particles: boolean "Draw actual particles" -#+ * ParticleEdit.tool -> tool: enum "NO DESCRIPTION" -#+ * ParticleEdit.type -> type: enum "NO DESCRIPTION" -#ParticleEdit.use_auto_velocity -> use_auto_velocity: boolean "Calculate point velocities automatically" -#ParticleEdit.use_default_interpolate -> use_default_interpolate: boolean "Interpolate new particles from the existing ones" -#ParticleEdit.use_emitter_deflect -> use_emitter_deflect: boolean "Keep paths from intersecting the emitter" -#ParticleEdit.use_fade_time -> use_fade_time: boolean "Fade paths and keys further away from current frame" -#ParticleEdit.use_preserve_length -> use_preserve_length: boolean "Keep path lengths constant" -#ParticleEdit.use_preserve_root -> use_preserve_root: boolean "Keep root keys unmodified" -#ParticleHairKey.co -> co: float[3] "Location of the hair key in object space" -#ParticleHairKey.co_hair_space -> co_hair_space: float[3] "Location of the hair key in its internal coordinate system, relative to the emitting face" -#+ * ParticleHairKey.time -> time: float "Relative time of key over hair length" -#+ * ParticleHairKey.weight -> weight: float "Weight for cloth simulation" -#+ * ParticleKey.angular_velocity -> angular_velocity: float[3] "Key angular velocity" -#+ * ParticleKey.location -> location: float[3] "Key location" -#+ * ParticleKey.rotation -> rotation: float[4] "Key rotation quaterion" -#+ * ParticleKey.time -> time: float "Time of key over the simulation" -#+ * ParticleKey.velocity -> velocity: float[3] "Key velocity" -#+ * ParticleSystem.active_particle_target -> active_particle_target: pointer, "(read-only)" -#+ * ParticleSystem.active_particle_target_index -> active_particle_target_index: int "NO DESCRIPTION" -#+ * ParticleSystem.billboard_normal_uv -> billboard_normal_uv: string "UV Layer to control billboard normals" -#+ * ParticleSystem.billboard_split_uv -> billboard_split_uv: string "UV Layer to control billboard splitting" -#+ * ParticleSystem.billboard_time_index_uv -> billboard_time_index_uv: string "UV Layer to control billboard time index (X-Y)" -#+ * ParticleSystem.child_particles -> child_particles: collection, "(read-only) Child particles generated by the particle system" -#+ * ParticleSystem.cloth -> cloth: pointer, "(read-only) Cloth dynamics for hair" -#ParticleSystem.has_multiple_caches -> has_multiple_caches: boolean, "(read-only) Particle system has multiple point caches" -#ParticleSystem.invert_vertex_group_clump -> invert_vertex_group_clump: boolean "Negate the effect of the clump vertex group" -#ParticleSystem.invert_vertex_group_density -> invert_vertex_group_density: boolean "Negate the effect of the density vertex group" -#ParticleSystem.invert_vertex_group_field -> invert_vertex_group_field: boolean "Negate the effect of the field vertex group" -#ParticleSystem.invert_vertex_group_kink -> invert_vertex_group_kink: boolean "Negate the effect of the kink vertex group" -#ParticleSystem.invert_vertex_group_length -> invert_vertex_group_length: boolean "Negate the effect of the length vertex group" -#ParticleSystem.invert_vertex_group_rotation -> invert_vertex_group_rotation: boolean "Negate the effect of the rotation vertex group" -#ParticleSystem.invert_vertex_group_roughness_1 -> invert_vertex_group_roughness_1: boolean "Negate the effect of the roughness 1 vertex group" -#ParticleSystem.invert_vertex_group_roughness_2 -> invert_vertex_group_roughness_2: boolean "Negate the effect of the roughness 2 vertex group" -#ParticleSystem.invert_vertex_group_roughness_end -> invert_vertex_group_roughness_end: boolean "Negate the effect of the roughness end vertex group" -#ParticleSystem.invert_vertex_group_size -> invert_vertex_group_size: boolean "Negate the effect of the size vertex group" -#ParticleSystem.invert_vertex_group_tangent -> invert_vertex_group_tangent: boolean "Negate the effect of the tangent vertex group" -#ParticleSystem.invert_vertex_group_velocity -> invert_vertex_group_velocity: boolean "Negate the effect of the velocity vertex group" -#ParticleSystem.is_editable -> is_editable: boolean, "(read-only) Particle system can be edited in particle mode" -#ParticleSystem.is_edited -> is_edited: boolean, "(read-only) Particle system has been edited in particle mode" -#ParticleSystem.is_global_hair -> is_global_hair: boolean, "(read-only) Hair keys are in global coordinate space" -#+ * ParticleSystem.name -> name: string "Particle system name" -#+ * ParticleSystem.parent -> parent: pointer "Use this objects coordinate system instead of global coordinate system" -#+ * ParticleSystem.particles -> particles: collection, "(read-only) Particles generated by the particle system" -#+ * ParticleSystem.point_cache -> point_cache: pointer, "(read-only)" -#+ * ParticleSystem.reactor_target_object -> reactor_target_object: pointer "For reactor systems, the object that has the target particle system (empty if same object)" -#+ * ParticleSystem.reactor_target_particle_system -> reactor_target_particle_system: int "For reactor systems, index of particle system on the target object" -#+ * ParticleSystem.seed -> seed: int "Offset in the random number table, to get a different randomized result" -#+ * ParticleSystem.settings -> settings: pointer "Particle system settings" -#+ * ParticleSystem.targets -> targets: collection, "(read-only) Target particle systems" -#ParticleSystem.use_hair_dynamics -> use_hair_dynamics: boolean "Enable hair dynamics using cloth simulation" -#ParticleSystem.use_keyed_timing -> use_keyed_timing: boolean "Use key times" -#+ * ParticleSystem.vertex_group_clump -> vertex_group_clump: string "Vertex group to control clump" -#+ * ParticleSystem.vertex_group_density -> vertex_group_density: string "Vertex group to control density" -#+ * ParticleSystem.vertex_group_field -> vertex_group_field: string "Vertex group to control field" -#+ * ParticleSystem.vertex_group_kink -> vertex_group_kink: string "Vertex group to control kink" -#+ * ParticleSystem.vertex_group_length -> vertex_group_length: string "Vertex group to control length" -#+ * ParticleSystem.vertex_group_rotation -> vertex_group_rotation: string "Vertex group to control rotation" -#ParticleSystem.vertex_group_roughness_1 -> vertex_group_roughness_1: string "Vertex group to control roughness 1" -#ParticleSystem.vertex_group_roughness_2 -> vertex_group_roughness_2: string "Vertex group to control roughness 2" -#+ * ParticleSystem.vertex_group_roughness_end -> vertex_group_roughness_end: string "Vertex group to control roughness end" -#+ * ParticleSystem.vertex_group_size -> vertex_group_size: string "Vertex group to control size" -#+ * ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string "Vertex group to control tangent" -#+ * ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string "Vertex group to control velocity" -#ParticleTarget.alliance -> alliance: enum "NO DESCRIPTION" -#+ * ParticleTarget.duration -> duration: float "NO DESCRIPTION" -#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" -#+ * ParticleTarget.time -> time: float "NO DESCRIPTION" -#+ * PointCache.active_point_cache_index -> active_point_cache_index: int "NO DESCRIPTION" -#+ * PointCache.filepath -> filepath: string "Cache file path" -#+ * PointCache.frame_end -> frame_end: int "Frame on which the simulation stops" -#+ * PointCache.frame_start -> frame_start: int "Frame on which the simulation starts" -#PointCache.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" -#PointCache.is_baked -> is_baked: boolean, "(read-only)" -#PointCache.is_baking -> is_baking: boolean, "(read-only)" -#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.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.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" -#PointDensity.falloff_soft -> falloff_soft: float "Softness of the soft falloff option" -#+ * PointDensity.noise_basis -> noise_basis: enum "Noise formula used for turbulence" -#+ * PointDensity.object -> object: pointer "Object to take point data from" -#PointDensity.particle_cache_space -> particle_cache_space: enum "Co-ordinate system to cache particles in" -#+ * PointDensity.particle_system -> particle_system: pointer "Particle System to render as points" -#+ * PointDensity.point_source -> point_source: enum "Point data to use as renderable point density" -#+ * PointDensity.radius -> radius: float "Radius from the shaded sample to look for points within" -#+ * PointDensity.speed_scale -> speed_scale: float "Multiplier to bring particle speed within an acceptable range" -#+ * PointDensity.turbulence_depth -> turbulence_depth: int "Level of detail in the added turbulent noise" -#+ * PointDensity.turbulence_influence -> turbulence_influence: enum "Method for driving added turbulent noise" -#PointDensity.turbulence_scale -> turbulence_scale: float "Scale of the added turbulent noise" -#+ * PointDensity.turbulence_strength -> turbulence_strength: float "NO DESCRIPTION" -#PointDensity.use_turbulence -> use_turbulence: boolean "Add directed noise to the density at render-time" -#PointDensity.vertex_cache_space -> vertex_cache_space: enum "Co-ordinate system to cache vertices in" -#+ * Pose.active_bone_group_index -> active_bone_group_index: int "Active index in bone groups array" -#+ * Pose.animation_visualisation -> animation_visualisation: pointer, "(read-only) Animation data for this datablock" -#+ * Pose.bone_groups -> bone_groups: collection, "(read-only) Groups of the bones" -#+ * Pose.bones -> bones: collection, "(read-only) Individual pose bones for the armature" -#+ * Pose.ik_param -> ik_param: pointer, "(read-only) Parameters for IK solver" -#+ * Pose.ik_solver -> ik_solver: enum "Selection of IK solver for IK chain, current choice is 0 for Legacy, 1 for iTaSC" -#+ * PoseBone.bone -> bone: pointer, "(read-only) Bone associated with this PoseBone" -#+ * PoseBone.bone_group -> bone_group: pointer "Bone Group this pose channel belongs to" -#+ * PoseBone.bone_group_index -> bone_group_index: int "Bone Group this pose channel belongs to (0=no group)" -#+ * PoseBone.child -> child: pointer, "(read-only) Child of this pose bone" -#+ * PoseBone.constraints -> constraints: collection, "(read-only) Constraints that act on this PoseChannel" -#+ * PoseBone.custom_shape -> custom_shape: pointer "Object that defines custom draw type for this bone" -#+ * PoseBone.custom_shape_transform -> custom_shape_transform: pointer "Bone that defines the display transform of this custom shape" -#+ * PoseBone.head -> head: float[3], "(read-only) Location of head of the channels bone" -#PoseBone.ik_linear_weight -> ik_linear_weight: float "Weight of scale constraint for IK" -#+ * PoseBone.ik_max_x -> ik_max_x: float "Maximum angles for IK Limit" -#+ * PoseBone.ik_max_y -> ik_max_y: float "Maximum angles for IK Limit" -#+ * PoseBone.ik_max_z -> ik_max_z: float "Maximum angles for IK Limit" -#+ * PoseBone.ik_min_x -> ik_min_x: float "Minimum angles for IK Limit" -#+ * PoseBone.ik_min_y -> ik_min_y: float "Minimum angles for IK Limit" -#+ * PoseBone.ik_min_z -> ik_min_z: float "Minimum angles for IK Limit" -#PoseBone.ik_rotation_weight -> ik_rotation_weight: float "Weight of rotation constraint for IK" -#+ * PoseBone.ik_stiffness_x -> ik_stiffness_x: float "IK stiffness around the X axis" -#+ * PoseBone.ik_stiffness_y -> ik_stiffness_y: float "IK stiffness around the Y axis" -#+ * PoseBone.ik_stiffness_z -> ik_stiffness_z: float "IK stiffness around the Z axis" -#+ * PoseBone.ik_stretch -> ik_stretch: float "Allow scaling of the bone for IK" -#PoseBone.is_in_ik_chain -> is_in_ik_chain: boolean, "(read-only) Is part of an IK chain" -#+ * PoseBone.location -> location: float[3] "NO DESCRIPTION" -#PoseBone.lock_ik_x -> lock_ik_x: boolean "Disallow movement around the X axis" -#PoseBone.lock_ik_y -> lock_ik_y: boolean "Disallow movement around the Y axis" -#PoseBone.lock_ik_z -> lock_ik_z: boolean "Disallow movement around the Z axis" -#+ * PoseBone.lock_location -> lock_location: boolean[3] "Lock editing of location in the interface" -#+ * PoseBone.lock_rotation -> lock_rotation: boolean[3] "Lock editing of rotation in the interface" -#+ * PoseBone.lock_rotation_w -> lock_rotation_w: boolean "Lock editing of angle component of four-component rotations in the interface" -#+ * 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[3] "Lock editing of scale in the interface" -#+ * PoseBone.matrix -> matrix: float[16], "(read-only) Final 4x4 matrix for this channel" -#+ * PoseBone.matrix_channel -> matrix_channel: float[16], "(read-only) 4x4 matrix, before constraints" -#+ * PoseBone.matrix_local -> matrix_local: float[16] "Matrix representing the parent relative location, scale and rotation. Provides an alternative access to these properties." -#+ * PoseBone.motion_path -> motion_path: pointer, "(read-only) Motion Path for this element" -#+ * PoseBone.name -> name: string "NO DESCRIPTION" -#+ * PoseBone.parent -> parent: pointer, "(read-only) Parent of this pose bone" -#+ * PoseBone.rotation_axis_angle -> rotation_axis_angle: float[4] "Angle of Rotation for Axis-Angle rotation representation" -#+ * PoseBone.rotation_euler -> rotation_euler: float[3] "Rotation in Eulers" -#+ * PoseBone.rotation_mode -> rotation_mode: enum "NO DESCRIPTION" -#+ * PoseBone.rotation_quaternion -> rotation_quaternion: float[4] "Rotation in Quaternions" -#+ * PoseBone.scale -> scale: float[3] "NO DESCRIPTION" -#+ * PoseBone.select -> select: boolean "NO DESCRIPTION" -#+ * PoseBone.tail -> tail: float[3], "(read-only) Location of tail of the channels bone" -#PoseBone.use_ik_limit_x -> use_ik_limit_x: boolean "Limit movement around the X axis" -#PoseBone.use_ik_limit_y -> use_ik_limit_y: boolean "Limit movement around the Y axis" -#PoseBone.use_ik_limit_z -> use_ik_limit_z: boolean "Limit movement around the Z axis" -#PoseBone.use_ik_linear_control -> use_ik_linear_control: boolean "Apply channel size as IK constraint if stretching is enabled" -#PoseBone.use_ik_rotation_control -> use_ik_rotation_control: boolean "Apply channel rotation as IK constraint" -#+ * PoseBoneConstraints.active -> active: pointer "Active PoseChannel constraint" -#+ * Property.description -> description: string, "(read-only) Description of the property for tooltips" -#+ * Property.identifier -> identifier: string, "(read-only) Unique name used in the code and scripting" -#+ * Property.is_never_none -> is_never_none: boolean, "(read-only) True when this value cant be set to None" -#Property.is_output -> is_output: boolean, "(read-only) True when this property is an output value from an RNA function" -#+ * Property.is_readonly -> is_readonly: boolean, "(read-only) Property is editable through RNA" -#Property.is_registered -> is_registered: boolean, "(read-only) Property is registered as part of type registration" -#Property.is_registered_optional -> is_registered_optional: boolean, "(read-only) Property is optionally registered as part of type registration" -#+ * Property.is_required -> is_required: boolean, "(read-only) False when this property is an optional argument in an RNA function" -#+ * Property.name -> name: string, "(read-only) Human readable name" -#+ * Property.srna -> srna: pointer, "(read-only) Struct definition used for properties assigned to this item" -#+ * Property.subtype -> subtype: enum, "(read-only) Semantic interpretation of the property" -#+ * Property.type -> type: enum, "(read-only) Data type of the property" -#+ * Property.unit -> unit: enum, "(read-only) Type of units for this property" -#+ * Property|BooleanProperty.array_length -> array_length: int, "(read-only) Maximum length of the array, 0 means unlimited" -#+ * Property|BooleanProperty.default -> default: boolean, "(read-only) Default value for this number" -#+ * Property|BooleanProperty.default_array -> default_array: boolean[3], "(read-only) Default value for this array" -#+ * Property|CollectionProperty.fixed_type -> fixed_type: pointer, "(read-only) Fixed pointer type, empty if variable type" -#+ * Property|EnumProperty.default -> default: enum, "(read-only) Default value for this enum" -#+ * Property|EnumProperty.items -> items: collection, "(read-only) Possible values for the property" -#+ * Property|FloatProperty.array_length -> array_length: int, "(read-only) Maximum length of the array, 0 means unlimited" -#+ * Property|FloatProperty.default -> default: float, "(read-only) Default value for this number" -#+ * Property|FloatProperty.default_array -> default_array: float[3], "(read-only) Default value for this array" -#+ * Property|FloatProperty.hard_max -> hard_max: float, "(read-only) Maximum value used by buttons" -#+ * Property|FloatProperty.hard_min -> hard_min: float, "(read-only) Minimum value used by buttons" -#+ * Property|FloatProperty.precision -> precision: int, "(read-only) Number of digits after the dot used by buttons" -#+ * Property|FloatProperty.soft_max -> soft_max: float, "(read-only) Maximum value used by buttons" -#+ * Property|FloatProperty.soft_min -> soft_min: float, "(read-only) Minimum value used by buttons" -#+ * Property|FloatProperty.step -> step: float, "(read-only) Step size used by number buttons, for floats 1/100th of the step size" -#+ * Property|IntProperty.array_length -> array_length: int, "(read-only) Maximum length of the array, 0 means unlimited" -#+ * Property|IntProperty.default -> default: int, "(read-only) Default value for this number" -#+ * Property|IntProperty.default_array -> default_array: int[3], "(read-only) Default value for this array" -#+ * Property|IntProperty.hard_max -> hard_max: int, "(read-only) Maximum value used by buttons" -#+ * Property|IntProperty.hard_min -> hard_min: int, "(read-only) Minimum value used by buttons" -#+ * Property|IntProperty.soft_max -> soft_max: int, "(read-only) Maximum value used by buttons" -#+ * Property|IntProperty.soft_min -> soft_min: int, "(read-only) Minimum value used by buttons" -#+ * Property|IntProperty.step -> step: int, "(read-only) Step size used by number buttons, for floats 1/100th of the step size" -#+ * Property|PointerProperty.fixed_type -> fixed_type: pointer, "(read-only) Fixed pointer type, empty if variable type" -#+ * Property|StringProperty.default -> default: string, "(read-only) string default value" -#Property|StringProperty.length_max -> length_max: int, "(read-only) Maximum length of the string, 0 means unlimited" -#+ * RGBANodeSocket.default_value -> default_value: float[4] "Default value of the socket when no link is attached" -#+ * RGBANodeSocket.name -> name: string, "(read-only) Socket name" -#+ * Region.height -> height: int, "(read-only) Region height" -#+ * Region.id -> id: int, "(read-only) Unique ID for this region" -#+ * Region.type -> type: enum, "(read-only) Type of this region" -#+ * Region.width -> width: int, "(read-only) Region width" -#+ * RegionView3D.lock_rotation -> lock_rotation: boolean "Lock view rotation in side views" -#+ * RegionView3D.perspective_matrix -> perspective_matrix: float[16], "(read-only) Current perspective matrix of the 3D region" -#RegionView3D.show_sync_view -> show_sync_view: boolean "Sync view position between side views" -#RegionView3D.use_box_clip -> use_box_clip: boolean "Clip objects based on whats visible in other side views" -#+ * RegionView3D.view_distance -> view_distance: float "Distance to the view location" -#+ * RegionView3D.view_location -> view_location: float[3] "View pivot location" -#+ * RegionView3D.view_matrix -> view_matrix: float[16], "(read-only) Current view matrix of the 3D region" -#+ * RegionView3D.view_perspective -> view_perspective: enum "View Perspective" -#RegionView3D.view_rotate_method -> view_rotate_method: float[4] "Rotation in quaternions (keep normalized)" -#+ * RenderEngine.bl_idname -> bl_idname: string "NO DESCRIPTION" -#+ * RenderEngine.bl_label -> bl_label: string "NO DESCRIPTION" -#RenderEngine.bl_use_postprocess -> bl_use_postprocess: boolean "NO DESCRIPTION" -#RenderEngine.bl_use_preview -> bl_use_preview: boolean "NO DESCRIPTION" -#RenderLayer.exclude_ambient_occlusion -> exclude_ambient_occlusion: boolean, "(read-only) Exclude AO pass from combined" -#RenderLayer.exclude_emit -> exclude_emit: boolean, "(read-only) Exclude emission pass from combined" -#RenderLayer.exclude_environment -> exclude_environment: boolean, "(read-only) Exclude environment pass from combined" -#RenderLayer.exclude_indirect -> exclude_indirect: boolean, "(read-only) Exclude indirect pass from combined" -#RenderLayer.exclude_reflection -> exclude_reflection: boolean, "(read-only) Exclude raytraced reflection pass from combined" -#RenderLayer.exclude_refraction -> exclude_refraction: boolean, "(read-only) Exclude raytraced refraction pass from combined" -#RenderLayer.exclude_shadow -> exclude_shadow: boolean, "(read-only) Exclude shadow pass from combined" -#RenderLayer.exclude_specular -> exclude_specular: boolean, "(read-only) Exclude specular pass from combined" -#RenderLayer.invert_zmask -> invert_zmask: boolean, "(read-only) For Zmask, only render what is behind solid z values instead of in front" -#RenderLayer.layers -> layers: boolean[20], "(read-only) Scene layers included in this render layer" -#RenderLayer.layers_zmask -> layers_zmask: boolean[20], "(read-only) Zmask scene layers" -#+ * RenderLayer.light_override -> light_override: pointer, "(read-only) Group to override all other lights in this render layer" -#+ * RenderLayer.material_override -> material_override: pointer, "(read-only) Material to override all other materials in this render layer" -#+ * RenderLayer.name -> name: string, "(read-only) Render layer name" -#+ * RenderLayer.passes -> passes: collection, "(read-only)" -#+ * RenderLayer.rect -> rect: float "NO DESCRIPTION" -#+ * RenderLayer.use -> use: boolean, "(read-only) Disable or enable the render layer" -#RenderLayer.use_all_z -> use_all_z: boolean, "(read-only) Fill in Z values for solid faces in invisible layers, for masking" -#RenderLayer.use_edge_enhance -> use_edge_enhance: boolean, "(read-only) Render Edge-enhance in this Layer (only works for Solid faces)" -#RenderLayer.use_halo -> use_halo: boolean, "(read-only) Render Halos in this Layer (on top of Solid)" -#RenderLayer.use_pass_ambient_occlusion -> use_pass_ambient_occlusion: boolean, "(read-only) Deliver AO pass" -#RenderLayer.use_pass_color -> use_pass_color: boolean, "(read-only) Deliver shade-less color pass" -#RenderLayer.use_pass_combined -> use_pass_combined: boolean, "(read-only) Deliver full combined RGBA buffer" -#RenderLayer.use_pass_diffuse -> use_pass_diffuse: boolean, "(read-only) Deliver diffuse pass" -#RenderLayer.use_pass_emit -> use_pass_emit: boolean, "(read-only) Deliver emission pass" -#RenderLayer.use_pass_environment -> use_pass_environment: boolean, "(read-only) Deliver environment lighting pass" -#RenderLayer.use_pass_indirect -> use_pass_indirect: boolean, "(read-only) Deliver indirect lighting pass" -#RenderLayer.use_pass_mist -> use_pass_mist: boolean, "(read-only) Deliver mist factor pass (0.0-1.0)" -#RenderLayer.use_pass_normal -> use_pass_normal: boolean, "(read-only) Deliver normal pass" -#RenderLayer.use_pass_object_index -> use_pass_object_index: boolean, "(read-only) Deliver object index pass" -#RenderLayer.use_pass_reflection -> use_pass_reflection: boolean, "(read-only) Deliver raytraced reflection pass" -#RenderLayer.use_pass_refraction -> use_pass_refraction: boolean, "(read-only) Deliver raytraced refraction pass" -#RenderLayer.use_pass_shadow -> use_pass_shadow: boolean, "(read-only) Deliver shadow pass" -#RenderLayer.use_pass_specular -> use_pass_specular: boolean, "(read-only) Deliver specular pass" -#RenderLayer.use_pass_uv -> use_pass_uv: boolean, "(read-only) Deliver texture UV pass" -#RenderLayer.use_pass_vector -> use_pass_vector: boolean, "(read-only) Deliver speed vector pass" -#RenderLayer.use_pass_z -> use_pass_z: boolean, "(read-only) Deliver Z values pass" -#RenderLayer.use_sky -> use_sky: boolean, "(read-only) Render Sky in this Layer" -#RenderLayer.use_solid -> use_solid: boolean, "(read-only) Render Solid faces in this Layer" -#RenderLayer.use_strand -> use_strand: boolean, "(read-only) Render Strands in this Layer" -#RenderLayer.use_zmask -> use_zmask: boolean, "(read-only) Only render whats in front of the solid z values" -#RenderLayer.use_ztransp -> use_ztransp: boolean, "(read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)" -#+ * RenderPass.channel_id -> channel_id: string, "(read-only)" -#+ * RenderPass.channels -> channels: int, "(read-only)" -#+ * RenderPass.name -> name: string, "(read-only)" -#+ * RenderPass.rect -> rect: float "NO DESCRIPTION" -#+ * RenderPass.type -> type: enum, "(read-only)" -#+ * RenderResult.layers -> layers: collection, "(read-only)" -#+ * RenderResult.resolution_x -> resolution_x: int, "(read-only)" -#+ * RenderResult.resolution_y -> resolution_y: int, "(read-only)" -#+ * RenderSettings.active_layer_index -> active_layer_index: int "Active index in render layer array" -#+ * RenderSettings.alpha_mode -> alpha_mode: enum "Representation of alpha information in the RGBA pixels" -#+ * RenderSettings.antialiasing_samples -> antialiasing_samples: enum "Amount of anti-aliasing samples per pixel" -#+ * RenderSettings.bake_aa_mode -> bake_aa_mode: enum "NO DESCRIPTION" -#+ * RenderSettings.bake_bias -> bake_bias: float "Bias towards faces further away from the object (in blender units)" -#+ * RenderSettings.bake_distance -> bake_distance: float "Maximum distance from active object to other object (in blender units" -#+ * RenderSettings.bake_margin -> bake_margin: int "Amount of pixels to extend the baked result with, as post process filter" -#+ * RenderSettings.bake_normal_space -> bake_normal_space: enum "Choose normal space for baking" -#+ * RenderSettings.bake_quad_split -> bake_quad_split: enum "Choose the method used to split a quad into 2 triangles for baking" -#+ * RenderSettings.bake_type -> bake_type: enum "Choose shading information to bake into the image" -#+ * RenderSettings.border_max_x -> border_max_x: float "Sets maximum X value for the render border" -#+ * RenderSettings.border_max_y -> border_max_y: float "Sets maximum Y value for the render border" -#+ * RenderSettings.border_min_x -> border_min_x: float "Sets minimum X value to for the render border" -#+ * RenderSettings.border_min_y -> border_min_y: float "Sets minimum Y value for the render border" -#+ * RenderSettings.cineon_black -> cineon_black: int "Log conversion reference blackpoint" -#+ * RenderSettings.cineon_gamma -> cineon_gamma: float "Log conversion gamma" -#+ * RenderSettings.cineon_white -> cineon_white: int "Log conversion reference whitepoint" -#+ * RenderSettings.color_mode -> color_mode: enum "Choose BW for saving greyscale images, RGB for saving red, green and blue channels, AND RGBA for saving red, green, blue + alpha channels" -#+ * RenderSettings.display_mode -> display_mode: enum "Select where rendered images will be displayed" -#+ * RenderSettings.dither_intensity -> dither_intensity: float "Amount of dithering noise added to the rendered image to break up banding" -#+ * RenderSettings.edge_color -> edge_color: float[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.field_order -> field_order: enum "Order of video fields. Select which lines get rendered first, to create smooth motion for TV output" -#+ * RenderSettings.file_extension -> file_extension: string, "(read-only) The file extension used for saving renders" -#+ * RenderSettings.file_format -> file_format: enum "File format to save the rendered images as" -#+ * RenderSettings.file_quality -> file_quality: int "Quality of JPEG images, AVI Jpeg and SGI movies, Compression for PNGs" -#RenderSettings.filepath -> filepath: string "Directory/name to save animations, # characters defines the position and length of frame numbers" -#+ * RenderSettings.filter_size -> filter_size: float "Pixel width over which the reconstruction filter combines samples" -#+ * RenderSettings.fps -> fps: int "Framerate, expressed in frames per second" -#+ * RenderSettings.fps_base -> fps_base: float "Framerate base" -#RenderSettings.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.layers -> layers: collection, "(read-only)" -#+ * RenderSettings.motion_blur_samples -> motion_blur_samples: int "Number of scene samples to take with motion blur" -#+ * RenderSettings.motion_blur_shutter -> motion_blur_shutter: float "Time taken in frames between shutter open and close" -#+ * RenderSettings.octree_resolution -> octree_resolution: enum "Resolution of raytrace accelerator. Use higher resolutions for larger scenes" -#+ * RenderSettings.parts_x -> parts_x: int "Number of horizontal tiles to use while rendering" -#+ * RenderSettings.parts_y -> parts_y: int "Number of vertical tiles to use while rendering" -#+ * RenderSettings.pixel_aspect_x -> pixel_aspect_x: float "Horizontal aspect ratio - for anamorphic or non-square pixel output" -#+ * RenderSettings.pixel_aspect_y -> pixel_aspect_y: float "Vertical aspect ratio - for anamorphic or non-square pixel output" -#RenderSettings.pixel_filter_type -> pixel_filter_type: enum "Reconstruction filter used for combining anti-aliasing samples" -#RenderSettings.raytrace_method -> raytrace_method: enum "Type of raytrace accelerator structure" -#+ * RenderSettings.resolution_percentage -> resolution_percentage: int "Percentage scale for render resolution" -#+ * RenderSettings.resolution_x -> resolution_x: int "Number of horizontal pixels in the rendered image" -#+ * RenderSettings.resolution_y -> resolution_y: int "Number of vertical pixels in the rendered image" -#+ * RenderSettings.sequencer_gl_preview -> sequencer_gl_preview: enum "Method to draw in the sequencer view" -#+ * RenderSettings.sequencer_gl_render -> sequencer_gl_render: enum "Method to draw in the sequencer view" -#+ * RenderSettings.simplify_ao_sss -> simplify_ao_sss: float "Global approximate AA and SSS quality factor" -#+ * RenderSettings.simplify_child_particles -> simplify_child_particles: float "Global child particles percentage" -#+ * RenderSettings.simplify_shadow_samples -> simplify_shadow_samples: int "Global maximum shadow samples" -#+ * RenderSettings.simplify_subdivision -> simplify_subdivision: int "Global maximum subdivision level" -#+ * RenderSettings.stamp_background -> stamp_background: float[4] "Color to use behind stamp text" -#+ * RenderSettings.stamp_font_size -> stamp_font_size: int "Size of the font used when rendering stamp text" -#+ * RenderSettings.stamp_foreground -> stamp_foreground: float[4] "Color to use for stamp text" -#+ * RenderSettings.stamp_note_text -> stamp_note_text: string "Custom text to appear in the stamp note" -#+ * RenderSettings.threads -> threads: int "Number of CPU threads to use simultaneously while rendering (for multi-core/CPU systems)" -#+ * RenderSettings.threads_mode -> threads_mode: enum "Determine the amount of render threads used" -#RenderSettings.use_antialiasing -> use_antialiasing: boolean "Render and combine multiple samples per pixel to prevent jagged edges" -#RenderSettings.use_backbuf -> use_backbuf: boolean "Render backbuffer image" -#RenderSettings.use_bake_antialiasing -> use_bake_antialiasing: boolean "Enables Anti-aliasing" -#RenderSettings.use_bake_clear -> use_bake_clear: boolean "Clear Images before baking" -#RenderSettings.use_bake_normalize -> use_bake_normalize: boolean "With displacement normalize to the distance, with ambient occlusion normalize without using material settings" -#RenderSettings.use_bake_selected_to_active -> use_bake_selected_to_active: boolean "Bake shading on the surface of selected objects to the active object" -#+ * 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_cineon_log -> use_cineon_log: boolean "Convert to logarithmic color space" -#RenderSettings.use_color_management -> use_color_management: boolean "Use linear workflow - gamma corrected imaging pipeline" -#+ * RenderSettings.use_compositing -> use_compositing: boolean "Process the render result through the compositing pipeline, if compositing nodes are enabled" -#RenderSettings.use_crop_to_border -> use_crop_to_border: boolean "Crop the rendered frame to the defined border size" -#RenderSettings.use_edge_enhance -> use_edge_enhance: boolean "Create a toon outline around the edges of geometry" -#+ * RenderSettings.use_envmaps -> use_envmaps: boolean "Calculate environment maps while rendering" -#RenderSettings.use_fields -> use_fields: boolean "Render image to two fields per frame, for interlaced TV output" -#RenderSettings.use_fields_still -> use_fields_still: boolean "Disable the time difference between fields" -#+ * RenderSettings.use_file_extension -> use_file_extension: boolean "Add the file format extensions to the rendered file name (eg: filename + .jpg)" -#RenderSettings.use_free_image_textures -> use_free_image_textures: boolean "Free all image texture from memory after render, to save memory before compositing" -#RenderSettings.use_free_unused_nodes -> use_free_unused_nodes: boolean "Free Nodes that are not used while compositing, to save memory" -#RenderSettings.use_full_sample -> use_full_sample: boolean "Save for every anti-aliasing sample the entire RenderLayer results. This solves anti-aliasing issues with compositing" -#+ * RenderSettings.use_game_engine -> use_game_engine: boolean, "(read-only) Current rendering engine is a game engine" -#+ * RenderSettings.use_instances -> use_instances: boolean "Instance support leads to effective memory reduction when using duplicates" -#+ * RenderSettings.use_local_coords -> use_local_coords: boolean "Vertex coordinates are stored localy on each primitive. Increases memory usage, but may have impact on speed" -#RenderSettings.use_motion_blur -> use_motion_blur: boolean "Use multi-sampled 3D scene motion blur" -#+ * RenderSettings.use_overwrite -> use_overwrite: boolean "Overwrite existing files while rendering" -#+ * RenderSettings.use_placeholder -> use_placeholder: boolean "Create empty placeholder files while rendering frames (similar to Unix touch)" -#+ * RenderSettings.use_radiosity -> use_radiosity: boolean "Calculate radiosity in a pre-process before rendering" -#RenderSettings.use_raytrace -> use_raytrace: boolean "Pre-calculate the raytrace accelerator and render raytracing effects" -#RenderSettings.use_save_buffers -> use_save_buffers: boolean "Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample)" -#+ * RenderSettings.use_sequencer -> use_sequencer: boolean "Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips exist" -#+ * RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview: boolean "NO DESCRIPTION" -#+ * RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean "NO DESCRIPTION" -#+ * RenderSettings.use_shadows -> use_shadows: boolean "Calculate shadows while rendering" -#+ * RenderSettings.use_simplify -> use_simplify: boolean "Enable simplification of scene for quicker preview renders" -#RenderSettings.use_simplify_triangulate -> use_simplify_triangulate: boolean "Disables non-planer quads being triangulated" -#RenderSettings.use_single_layer -> use_single_layer: boolean "Only render the active layer" -#+ * RenderSettings.use_sss -> use_sss: boolean "Calculate sub-surface scattering in materials rendering" -#RenderSettings.use_stamp -> use_stamp: boolean "Render the stamp info text in the rendered image" -#RenderSettings.use_stamp_camera -> use_stamp_camera: boolean "Include the name of the active camera in image metadata" -#RenderSettings.use_stamp_date -> use_stamp_date: boolean "Include the current date in image metadata" -#RenderSettings.use_stamp_filename -> use_stamp_filename: boolean "Include the filename of the .blend file in image metadata" -#RenderSettings.use_stamp_frame -> use_stamp_frame: boolean "Include the frame number in image metadata" -#RenderSettings.use_stamp_marker -> use_stamp_marker: boolean "Include the name of the last marker in image metadata" -#RenderSettings.use_stamp_note -> use_stamp_note: boolean "Include a custom note in image metadata" -#RenderSettings.use_stamp_render_time -> use_stamp_render_time: boolean "Include the render time in the stamp image" -#RenderSettings.use_stamp_scene -> use_stamp_scene: boolean "Include the name of the active scene in image metadata" -#RenderSettings.use_stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean "Include the name of the foreground sequence strip in image metadata" -#RenderSettings.use_stamp_time -> use_stamp_time: boolean "Include the render frame as HH:MM:SS.FF in image metadata" -#+ * RenderSettings.use_textures -> use_textures: boolean "Use textures to affect material properties" -#RenderSettings.use_tiff_16bit -> use_tiff_16bit: boolean "Save TIFF with 16 bits per channel" -#+ * SPHFluidSettings.buoyancy -> buoyancy: float "NO DESCRIPTION" -#+ * SPHFluidSettings.fluid_radius -> fluid_radius: float "Fluid interaction Radius" -#+ * SPHFluidSettings.rest_density -> rest_density: float "Density" -#+ * SPHFluidSettings.rest_length -> rest_length: float "The Spring Rest Length (factor of interaction radius)" -#SPHFluidSettings.spring_force -> spring_force: float "Spring force constant" -#SPHFluidSettings.stiffness -> stiffness: float "Constant K - Stiffness" -#SPHFluidSettings.stiffness_near -> stiffness_near: float "Repulsion factor: stiffness_knear" -#+ * SPHFluidSettings.viscosity_beta -> viscosity_beta: float "Square viscosity factor" -#+ * SPHFluidSettings.viscosity_omega -> viscosity_omega: float "Linear viscosity" -#+ * SceneBases.active -> active: pointer "Active object base in the scene" -#+ * SceneGameData.activity_culling_box_radius -> activity_culling_box_radius: float "Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled" -#+ * SceneGameData.depth -> depth: int "Displays bit depth of full screen display" -#+ * SceneGameData.dome_angle -> dome_angle: int "Field of View of the Dome - it only works in mode Fisheye and Truncated" -#+ * SceneGameData.dome_buffer_resolution -> dome_buffer_resolution: float "Buffer Resolution - decrease it to increase speed" -#+ * SceneGameData.dome_mode -> dome_mode: enum "Dome physical configurations" -#+ * SceneGameData.dome_tesselation -> dome_tesselation: int "Tessellation level - check the generated mesh in wireframe mode" -#+ * SceneGameData.dome_text -> dome_text: pointer "Custom Warp Mesh data file" -#+ * SceneGameData.dome_tilt -> dome_tilt: int "Camera rotation in horizontal axis" -#+ * SceneGameData.fps -> fps: int "The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate" -#SceneGameData.frame_color -> frame_color: float[3] "Set colour of the bars" -#SceneGameData.frame_type -> frame_type: enum "Select the type of Framing you want" -#+ * SceneGameData.frequency -> frequency: int "Displays clock frequency of fullscreen display" -#+ * SceneGameData.logic_step_max -> logic_step_max: int "Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics" -#+ * SceneGameData.material_mode -> material_mode: enum "Material mode to use for rendering" -#+ * SceneGameData.occlusion_culling_resolution -> occlusion_culling_resolution: float "The size of the occlusion buffer in pixel, use higher value for better precision (slower)" -#+ * SceneGameData.physics_engine -> physics_engine: enum "Physics engine used for physics simulation in the game engine" -#+ * SceneGameData.physics_gravity -> physics_gravity: float "Gravitational constant used for physics simulation in the game engine" -#+ * SceneGameData.physics_step_max -> physics_step_max: int "Sets the maximum number of physics step per game frame if graphics slows down the game, higher value allows physics to keep up with realtime" -#+ * SceneGameData.physics_step_sub -> physics_step_sub: int "Sets the number of simulation substep per physic timestep, higher value give better physics precision" -#+ * SceneGameData.resolution_x -> resolution_x: int "Number of horizontal pixels in the screen" -#+ * SceneGameData.resolution_y -> resolution_y: int "Number of vertical pixels in the screen" -#+ * SceneGameData.show_debug_properties -> show_debug_properties: boolean "Show properties marked for debugging while the game runs" -#+ * SceneGameData.show_framerate_profile -> show_framerate_profile: boolean "Show framerate and profiling information while the game runs" -#SceneGameData.show_fullscreen -> show_fullscreen: boolean "Starts player in a new fullscreen display" -#+ * SceneGameData.show_physics_visualization -> show_physics_visualization: boolean "Show a visualization of physics bounds and interactions" -#+ * SceneGameData.stereo -> stereo: enum "NO DESCRIPTION" -#SceneGameData.stereo_eye_separation -> stereo_eye_separation: float "Set the distance between the eyes - the camera focal length/30 should be fine" -#+ * SceneGameData.stereo_mode -> stereo_mode: enum "Stereographic techniques" -#SceneGameData.use_activity_culling -> use_activity_culling: boolean "Activity culling is enabled" -#+ * SceneGameData.use_animation_record -> use_animation_record: boolean "Record animation to fcurves" -#SceneGameData.use_auto_start -> use_auto_start: boolean "Automatically start game at load time" -#+ * SceneGameData.use_deprecation_warnings -> use_deprecation_warnings: boolean "Print warnings when using deprecated features in the python API" -#+ * SceneGameData.use_display_lists -> use_display_lists: boolean "Use display lists to speed up rendering by keeping geometry on the GPU" -#+ * SceneGameData.use_frame_rate -> use_frame_rate: boolean "Respect the frame rate rather than rendering as many frames as possible" -#SceneGameData.use_glsl_extra_textures -> use_glsl_extra_textures: boolean "Use extra textures like normal or specular maps for GLSL rendering" -#SceneGameData.use_glsl_lights -> use_glsl_lights: boolean "Use lights for GLSL rendering" -#SceneGameData.use_glsl_nodes -> use_glsl_nodes: boolean "Use nodes for GLSL rendering" -#SceneGameData.use_glsl_ramps -> use_glsl_ramps: boolean "Use ramps for GLSL rendering" -#SceneGameData.use_glsl_shaders -> use_glsl_shaders: boolean "Use shaders for GLSL rendering" -#SceneGameData.use_glsl_shadows -> use_glsl_shadows: boolean "Use shadows for GLSL rendering" -#+ * SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean "Use optimized Bullet DBVT tree for view frustum and occlusion culling" -#+ * SceneObjects.active -> active: pointer "Active object for this scene" -#SceneRenderLayer.exclude_ambient_occlusion -> exclude_ambient_occlusion: boolean "Exclude AO pass from combined" -#SceneRenderLayer.exclude_emit -> exclude_emit: boolean "Exclude emission pass from combined" -#SceneRenderLayer.exclude_environment -> exclude_environment: boolean "Exclude environment pass from combined" -#SceneRenderLayer.exclude_indirect -> exclude_indirect: boolean "Exclude indirect pass from combined" -#SceneRenderLayer.exclude_reflection -> exclude_reflection: boolean "Exclude raytraced reflection pass from combined" -#SceneRenderLayer.exclude_refraction -> exclude_refraction: boolean "Exclude raytraced refraction pass from combined" -#SceneRenderLayer.exclude_shadow -> exclude_shadow: boolean "Exclude shadow pass from combined" -#SceneRenderLayer.exclude_specular -> exclude_specular: boolean "Exclude specular pass from combined" -#SceneRenderLayer.invert_zmask -> invert_zmask: boolean "For Zmask, only render what is behind solid z values instead of in front" -#SceneRenderLayer.layers -> layers: boolean[20] "Scene layers included in this render layer" -#SceneRenderLayer.layers_zmask -> layers_zmask: boolean[20] "Zmask scene layers" -#+ * SceneRenderLayer.light_override -> light_override: pointer "Group to override all other lights in this render layer" -#+ * SceneRenderLayer.material_override -> material_override: pointer "Material to override all other materials in this render layer" -#+ * SceneRenderLayer.name -> name: string "Render layer name" -#+ * SceneRenderLayer.use -> use: boolean "Disable or enable the render layer" -#SceneRenderLayer.use_all_z -> use_all_z: boolean "Fill in Z values for solid faces in invisible layers, for masking" -#SceneRenderLayer.use_edge_enhance -> use_edge_enhance: boolean "Render Edge-enhance in this Layer (only works for Solid faces)" -#SceneRenderLayer.use_halo -> use_halo: boolean "Render Halos in this Layer (on top of Solid)" -#SceneRenderLayer.use_pass_ambient_occlusion -> use_pass_ambient_occlusion: boolean "Deliver AO pass" -#SceneRenderLayer.use_pass_color -> use_pass_color: boolean "Deliver shade-less color pass" -#SceneRenderLayer.use_pass_combined -> use_pass_combined: boolean "Deliver full combined RGBA buffer" -#SceneRenderLayer.use_pass_diffuse -> use_pass_diffuse: boolean "Deliver diffuse pass" -#SceneRenderLayer.use_pass_emit -> use_pass_emit: boolean "Deliver emission pass" -#SceneRenderLayer.use_pass_environment -> use_pass_environment: boolean "Deliver environment lighting pass" -#SceneRenderLayer.use_pass_indirect -> use_pass_indirect: boolean "Deliver indirect lighting pass" -#SceneRenderLayer.use_pass_mist -> use_pass_mist: boolean "Deliver mist factor pass (0.0-1.0)" -#SceneRenderLayer.use_pass_normal -> use_pass_normal: boolean "Deliver normal pass" -#SceneRenderLayer.use_pass_object_index -> use_pass_object_index: boolean "Deliver object index pass" -#SceneRenderLayer.use_pass_reflection -> use_pass_reflection: boolean "Deliver raytraced reflection pass" -#SceneRenderLayer.use_pass_refraction -> use_pass_refraction: boolean "Deliver raytraced refraction pass" -#SceneRenderLayer.use_pass_shadow -> use_pass_shadow: boolean "Deliver shadow pass" -#SceneRenderLayer.use_pass_specular -> use_pass_specular: boolean "Deliver specular pass" -#SceneRenderLayer.use_pass_uv -> use_pass_uv: boolean "Deliver texture UV pass" -#SceneRenderLayer.use_pass_vector -> use_pass_vector: boolean "Deliver speed vector pass" -#SceneRenderLayer.use_pass_z -> use_pass_z: boolean "Deliver Z values pass" -#SceneRenderLayer.use_sky -> use_sky: boolean "Render Sky in this Layer" -#SceneRenderLayer.use_solid -> use_solid: boolean "Render Solid faces in this Layer" -#SceneRenderLayer.use_strand -> use_strand: boolean "Render Strands in this Layer" -#SceneRenderLayer.use_zmask -> use_zmask: boolean "Only render whats in front of the solid z values" -#SceneRenderLayer.use_ztransp -> use_ztransp: boolean "Render Z-Transparent faces in this Layer (On top of Solid and Halos)" -#+ * Scopes.accuracy -> accuracy: float "Proportion of original image source pixel lines to sample" -#+ * Scopes.histogram -> histogram: pointer, "(read-only) Histogram for viewing image statistics" -#+ * Scopes.use_full_resolution -> use_full_resolution: boolean "Sample every pixel of the image" -#+ * Scopes.vectorscope_alpha -> vectorscope_alpha: float "Opacity of the points" -#+ * Scopes.waveform_alpha -> waveform_alpha: float "Opacity of the points" -#+ * Scopes.waveform_mode -> waveform_mode: enum "NO DESCRIPTION" -#+ * Sensor.frequency -> frequency: int "Delay between repeated pulses(in logic tics, 0=no delay)" -#+ * Sensor.invert -> invert: boolean "Invert the level(output) of this sensor" -#+ * Sensor.name -> name: string "Sensor name" -#Sensor.pin -> pin: boolean "Display when not linked to a visible states controller" -#Sensor.show_expanded -> show_expanded: boolean "Set sensor expanded in the user interface" -#+ * Sensor.type -> type: enum "NO DESCRIPTION" -#Sensor.use_level -> use_level: boolean "Level detector, trigger controllers of new states(only applicable upon logic state transition)" -#Sensor.use_pulse_false_level -> use_pulse_false_level: boolean "Activate FALSE level triggering (pulse mode)" -#Sensor.use_pulse_true_level -> use_pulse_true_level: boolean "Activate TRUE level triggering (pulse mode)" -#Sensor.use_tap -> use_tap: boolean "Trigger controllers only for an instant, even while the sensor remains true" -#+ * Sensor|ActuatorSensor.actuator -> actuator: string "Actuator name, actuator active state modifications will be detected" -#+ * Sensor|ArmatureSensor.bone -> bone: string "Identify the bone to check value from" -#+ * Sensor|ArmatureSensor.constraint -> constraint: string "Identify the bone constraint to check value from" -#+ * Sensor|ArmatureSensor.test_type -> test_type: enum "Type of value and test" -#+ * Sensor|ArmatureSensor.value -> value: float "Specify value to be used in comparison" -#+ * Sensor|CollisionSensor.material -> material: string "Only look for Objects with this material" -#+ * Sensor|CollisionSensor.property -> property: string "Only look for Objects with this property" -#Sensor|CollisionSensor.use_material -> use_material: boolean "Toggle collision on material or property" -#Sensor|CollisionSensor.use_pulse -> use_pulse: boolean "Changes to the set of colliding objects generates pulse" -#+ * Sensor|DelaySensor.delay -> delay: int "Delay in number of logic tics before the positive trigger (default 60 per second)" -#+ * Sensor|DelaySensor.duration -> duration: int "If >0, delay in number of logic tics before the negative trigger following the positive trigger" -#Sensor|DelaySensor.use_repeat -> use_repeat: boolean "Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics" -#+ * Sensor|JoystickSensor.axis_direction -> axis_direction: enum "The direction of the axis" -#+ * Sensor|JoystickSensor.axis_number -> axis_number: int "Specify which axis pair to use, 1 is usually the main direction input" -#+ * Sensor|JoystickSensor.axis_threshold -> axis_threshold: int "Specify the precision of the axis" -#+ * Sensor|JoystickSensor.button_number -> button_number: int "Specify which button to use" -#+ * Sensor|JoystickSensor.event_type -> event_type: enum "The type of event this joystick sensor is triggered on" -#+ * Sensor|JoystickSensor.hat_direction -> hat_direction: enum "Specify hat direction" -#+ * Sensor|JoystickSensor.hat_number -> hat_number: int "Specify which hat to use" -#+ * Sensor|JoystickSensor.joystick_index -> joystick_index: int "Specify which joystick to use" -#+ * Sensor|JoystickSensor.single_axis_number -> single_axis_number: int "Specify a single axis (verticle/horizontal/other) to detect" -#Sensor|JoystickSensor.use_all_events -> use_all_events: boolean "Triggered by all events on this joysticks current type (axis/button/hat)" -#+ * Sensor|KeyboardSensor.key -> key: enum "NO DESCRIPTION" -#+ * Sensor|KeyboardSensor.log -> log: string "Property that receive the keystrokes in case a string is logged" -#Sensor|KeyboardSensor.modifier_key_1 -> modifier_key_1: enum "Modifier key code" -#Sensor|KeyboardSensor.modifier_key_2 -> modifier_key_2: enum "Modifier key code" -#+ * Sensor|KeyboardSensor.target -> target: string "Property that indicates whether to log keystrokes as a string" -#Sensor|KeyboardSensor.use_all_keys -> use_all_keys: boolean "Trigger this sensor on any keystroke" -#+ * Sensor|MessageSensor.subject -> subject: string "Optional subject filter: only accept messages with this subject, or empty for all" -#+ * Sensor|MouseSensor.mouse_event -> mouse_event: enum "Specify the type of event this mouse sensor should trigger on" -#+ * Sensor|NearSensor.distance -> distance: float "Trigger distance" -#+ * Sensor|NearSensor.property -> property: string "Only look for objects with this property" -#+ * Sensor|NearSensor.reset_distance -> reset_distance: float "NO DESCRIPTION" -#+ * Sensor|PropertySensor.evaluation_type -> evaluation_type: enum "Type of property evaluation" -#+ * Sensor|PropertySensor.property -> property: string "NO DESCRIPTION" -#+ * Sensor|PropertySensor.value -> value: string "Check for this value in types in Equal or Not Equal types" -#Sensor|PropertySensor.value_max -> value_max: string "Specify maximum value in Interval type" -#Sensor|PropertySensor.value_min -> value_min: string "Specify minimum value in Interval type" -#+ * Sensor|RadarSensor.angle -> angle: float "Opening angle of the radar cone" -#+ * Sensor|RadarSensor.axis -> axis: enum "Specify along which axis the radar cone is cast" -#+ * Sensor|RadarSensor.distance -> distance: float "Depth of the radar cone" -#+ * Sensor|RadarSensor.property -> property: string "Only look for Objects with this property" -#+ * Sensor|RandomSensor.seed -> seed: int "Initial seed of the generator. (Choose 0 for not random)" -#+ * Sensor|RaySensor.axis -> axis: enum "Specify along which axis the ray is cast" -#+ * Sensor|RaySensor.material -> material: string "Only look for Objects with this material" -#+ * Sensor|RaySensor.property -> property: string "Only look for Objects with this property" -#+ * Sensor|RaySensor.range -> range: float "Sense objects no farther than this distance" -#+ * Sensor|RaySensor.ray_type -> ray_type: enum "Toggle collision on material or property" -#Sensor|RaySensor.use_x_ray -> use_x_ray: boolean "Toggle X-Ray option (see through objects that dont have the property)" -#+ * Sensor|TouchSensor.material -> material: pointer "Only look for objects with this material" -#Sequence.blend_alpha -> blend_alpha: float "NO DESCRIPTION" -#Sequence.blend_type -> blend_type: enum "NO DESCRIPTION" -#+ * Sequence.channel -> channel: int "Y position of the sequence strip" -#+ * Sequence.effect_fader -> effect_fader: float "NO DESCRIPTION" -#Sequence.frame_duration -> frame_duration: int, "(read-only) The length of the contents of this strip before the handles are applied" -#Sequence.frame_final_duration -> frame_final_duration: int "The length of the contents of this strip before the handles are applied" -#+ * Sequence.frame_final_end -> frame_final_end: int "End frame displayed in the sequence editor after offsets are applied" -#+ * Sequence.frame_final_start -> frame_final_start: int "Start frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frame" -#+ * Sequence.frame_offset_end -> frame_offset_end: int, "(read-only)" -#+ * Sequence.frame_offset_start -> frame_offset_start: int, "(read-only)" -#+ * Sequence.frame_start -> frame_start: int "NO DESCRIPTION" -#+ * Sequence.frame_still_end -> frame_still_end: int, "(read-only)" -#+ * Sequence.frame_still_start -> frame_still_start: int, "(read-only)" -#+ * Sequence.lock -> lock: boolean "Lock strip so that it cant be transformed" -#+ * Sequence.mute -> mute: boolean "NO DESCRIPTION" -#+ * Sequence.name -> name: string "NO DESCRIPTION" -#+ * Sequence.select -> select: boolean "NO DESCRIPTION" -#+ * Sequence.select_left_handle -> select_left_handle: boolean "NO DESCRIPTION" -#+ * Sequence.select_right_handle -> select_right_handle: boolean "NO DESCRIPTION" -#+ * Sequence.speed_fader -> speed_fader: float "NO DESCRIPTION" -#+ * Sequence.type -> type: enum, "(read-only)" -#Sequence.use_default_fade -> use_default_fade: boolean "Fade effect using the built-in default (usually make transition as long as effect strip)" -#+ * SequenceColorBalance.gain -> gain: float[3] "Color balance gain (highlights)" -#+ * SequenceColorBalance.gamma -> gamma: float[3] "Color balance gamma (midtones)" -#SequenceColorBalance.invert_gain -> invert_gain: boolean "NO DESCRIPTION" -#SequenceColorBalance.invert_gamma -> invert_gamma: boolean "NO DESCRIPTION" -#SequenceColorBalance.invert_lift -> invert_lift: boolean "NO DESCRIPTION" -#+ * SequenceColorBalance.lift -> lift: float[3] "Color balance lift (shadows)" -#SequenceCrop.max_x -> max_x: int "NO DESCRIPTION" -#SequenceCrop.max_y -> max_y: int "NO DESCRIPTION" -#SequenceCrop.min_x -> min_x: int "NO DESCRIPTION" -#SequenceCrop.min_y -> min_y: int "NO DESCRIPTION" -#+ * SequenceEditor.active_strip -> active_strip: pointer "NO DESCRIPTION" -#+ * SequenceEditor.meta_stack -> meta_stack: collection, "(read-only) Meta strip stack, last is currently edited meta strip" -#+ * SequenceEditor.overlay_frame -> overlay_frame: int "Sequencers active strip" -#+ * SequenceEditor.overlay_lock -> overlay_lock: boolean "NO DESCRIPTION" -#+ * SequenceEditor.sequences -> sequences: collection, "(read-only)" -#+ * SequenceEditor.sequences_all -> sequences_all: collection, "(read-only)" -#+ * SequenceEditor.show_overlay -> show_overlay: boolean "Partial overlay ontop of the sequencer" -#+ * SequenceElement.filename -> filename: string "NO DESCRIPTION" -#+ * SequenceProxy.directory -> directory: string "Location to store the proxy files" -#+ * SequenceProxy.filepath -> filepath: string "Location of custom proxy file" -#+ * SequenceTransform.offset_x -> offset_x: int "NO DESCRIPTION" -#+ * SequenceTransform.offset_y -> offset_y: int "NO DESCRIPTION" -#+ * Sequence|EffectSequence.color_balance -> color_balance: pointer, "(read-only)" -#Sequence|EffectSequence.color_multiply -> color_multiply: float "NO DESCRIPTION" -#+ * Sequence|EffectSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" -#+ * Sequence|EffectSequence.crop -> crop: pointer, "(read-only)" -#+ * Sequence|EffectSequence.proxy -> proxy: pointer, "(read-only)" -#+ * Sequence|EffectSequence.strobe -> strobe: float "Only display every nth frame" -#+ * Sequence|EffectSequence.transform -> transform: pointer, "(read-only)" -#+ * Sequence|EffectSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" -#+ * Sequence|EffectSequence.use_crop -> use_crop: boolean "Crop image before processing" -#Sequence|EffectSequence.use_deinterlace -> use_deinterlace: boolean "For video movies to remove fields" -#Sequence|EffectSequence.use_flip_x -> use_flip_x: boolean "Flip on the X axis" -#Sequence|EffectSequence.use_flip_y -> use_flip_y: boolean "Flip on the Y axis" -#Sequence|EffectSequence.use_float -> use_float: boolean "Convert input to float data" -#Sequence|EffectSequence.use_premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" -#+ * Sequence|EffectSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" -#Sequence|EffectSequence.use_proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" -#Sequence|EffectSequence.use_proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" -#Sequence|EffectSequence.use_reverse_frames -> use_reverse_frames: boolean "Reverse frame order" -#+ * Sequence|EffectSequence.use_translation -> use_translation: boolean "Translate image before processing" -#+ * Sequence|EffectSequence|ColorSequence.color -> color: float[3] "NO DESCRIPTION" -#Sequence|EffectSequence|GlowSequence.blur_radius -> blur_radius: float "Radius of glow effect" -#+ * Sequence|EffectSequence|GlowSequence.boost_factor -> boost_factor: float "Brightness multiplier" -#+ * Sequence|EffectSequence|GlowSequence.clamp -> clamp: float "rightness limit of intensity" -#+ * Sequence|EffectSequence|GlowSequence.quality -> quality: int "Accuracy of the blur effect" -#+ * Sequence|EffectSequence|GlowSequence.threshold -> threshold: float "Minimum intensity to trigger a glow" -#Sequence|EffectSequence|GlowSequence.use_only_boost -> use_only_boost: boolean "Show the glow buffer only" -#+ * Sequence|EffectSequence|PluginSequence.filename -> filename: string, "(read-only)" -#+ * Sequence|EffectSequence|SpeedControlSequence.global_speed -> global_speed: float "NO DESCRIPTION" -#Sequence|EffectSequence|SpeedControlSequence.use_curve_compress_y -> use_curve_compress_y: boolean "Scale F-Curve value to get the target frame number, F-Curve value runs from 0.0 to 1.0" -#Sequence|EffectSequence|SpeedControlSequence.use_curve_velocity -> use_curve_velocity: boolean "Interpret the F-Curve value as a velocity instead of a frame number" -#Sequence|EffectSequence|SpeedControlSequence.use_frame_blend -> use_frame_blend: boolean "Blend two frames into the target for a smoother result" -#+ * Sequence|EffectSequence|TransformSequence.interpolation -> interpolation: enum "NO DESCRIPTION" -#+ * Sequence|EffectSequence|TransformSequence.rotation_start -> rotation_start: float "NO DESCRIPTION" -#+ * Sequence|EffectSequence|TransformSequence.scale_start_x -> scale_start_x: float "NO DESCRIPTION" -#+ * Sequence|EffectSequence|TransformSequence.scale_start_y -> scale_start_y: float "NO DESCRIPTION" -#+ * Sequence|EffectSequence|TransformSequence.translate_start_x -> translate_start_x: float "NO DESCRIPTION" -#+ * Sequence|EffectSequence|TransformSequence.translate_start_y -> translate_start_y: float "NO DESCRIPTION" -#+ * Sequence|EffectSequence|TransformSequence.translation_unit -> translation_unit: enum "NO DESCRIPTION" -#Sequence|EffectSequence|TransformSequence.use_uniform_scale -> use_uniform_scale: boolean "Scale uniformly, preserving aspect ratio" -#+ * Sequence|EffectSequence|WipeSequence.angle -> angle: float "Edge angle" -#+ * Sequence|EffectSequence|WipeSequence.blur_width -> blur_width: float "Width of the blur edge, in percentage relative to the image size" -#+ * Sequence|EffectSequence|WipeSequence.direction -> direction: enum "Wipe direction" -#+ * Sequence|EffectSequence|WipeSequence.transition_type -> transition_type: enum "NO DESCRIPTION" -#Sequence|ImageSequence.animation_offset_end -> animation_offset_end: int "Animation end offset (trim end)" -#Sequence|ImageSequence.animation_offset_start -> animation_offset_start: int "Animation start offset (trim start)" -#+ * Sequence|ImageSequence.color_balance -> color_balance: pointer, "(read-only)" -#Sequence|ImageSequence.color_multiply -> color_multiply: float "NO DESCRIPTION" -#+ * Sequence|ImageSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" -#+ * Sequence|ImageSequence.crop -> crop: pointer, "(read-only)" -#+ * Sequence|ImageSequence.directory -> directory: string "NO DESCRIPTION" -#+ * Sequence|ImageSequence.elements -> elements: collection, "(read-only)" -#+ * Sequence|ImageSequence.proxy -> proxy: pointer, "(read-only)" -#+ * Sequence|ImageSequence.strobe -> strobe: float "Only display every nth frame" -#+ * Sequence|ImageSequence.transform -> transform: pointer, "(read-only)" -#+ * Sequence|ImageSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" -#+ * Sequence|ImageSequence.use_crop -> use_crop: boolean "Crop image before processing" -#Sequence|ImageSequence.use_deinterlace -> use_deinterlace: boolean "For video movies to remove fields" -#Sequence|ImageSequence.use_flip_x -> use_flip_x: boolean "Flip on the X axis" -#Sequence|ImageSequence.use_flip_y -> use_flip_y: boolean "Flip on the Y axis" -#Sequence|ImageSequence.use_float -> use_float: boolean "Convert input to float data" -#Sequence|ImageSequence.use_premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" -#+ * Sequence|ImageSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" -#Sequence|ImageSequence.use_proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" -#Sequence|ImageSequence.use_proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" -#Sequence|ImageSequence.use_reverse_frames -> use_reverse_frames: boolean "Reverse frame order" -#+ * Sequence|ImageSequence.use_translation -> use_translation: boolean "Translate image before processing" -#Sequence|MetaSequence.animation_offset_end -> animation_offset_end: int "Animation end offset (trim end)" -#Sequence|MetaSequence.animation_offset_start -> animation_offset_start: int "Animation start offset (trim start)" -#+ * Sequence|MetaSequence.color_balance -> color_balance: pointer, "(read-only)" -#Sequence|MetaSequence.color_multiply -> color_multiply: float "NO DESCRIPTION" -#+ * Sequence|MetaSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" -#+ * Sequence|MetaSequence.crop -> crop: pointer, "(read-only)" -#+ * Sequence|MetaSequence.proxy -> proxy: pointer, "(read-only)" -#+ * Sequence|MetaSequence.sequences -> sequences: collection, "(read-only)" -#+ * Sequence|MetaSequence.strobe -> strobe: float "Only display every nth frame" -#+ * Sequence|MetaSequence.transform -> transform: pointer, "(read-only)" -#+ * Sequence|MetaSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" -#+ * Sequence|MetaSequence.use_crop -> use_crop: boolean "Crop image before processing" -#Sequence|MetaSequence.use_deinterlace -> use_deinterlace: boolean "For video movies to remove fields" -#Sequence|MetaSequence.use_flip_x -> use_flip_x: boolean "Flip on the X axis" -#Sequence|MetaSequence.use_flip_y -> use_flip_y: boolean "Flip on the Y axis" -#Sequence|MetaSequence.use_float -> use_float: boolean "Convert input to float data" -#Sequence|MetaSequence.use_premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" -#+ * Sequence|MetaSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" -#Sequence|MetaSequence.use_proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" -#Sequence|MetaSequence.use_proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" -#Sequence|MetaSequence.use_reverse_frames -> use_reverse_frames: boolean "Reverse frame order" -#+ * Sequence|MetaSequence.use_translation -> use_translation: boolean "Translate image before processing" -#Sequence|MovieSequence.animation_offset_end -> animation_offset_end: int "Animation end offset (trim end)" -#Sequence|MovieSequence.animation_offset_start -> animation_offset_start: int "Animation start offset (trim start)" -#+ * Sequence|MovieSequence.color_balance -> color_balance: pointer, "(read-only)" -#Sequence|MovieSequence.color_multiply -> color_multiply: float "NO DESCRIPTION" -#+ * Sequence|MovieSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" -#+ * Sequence|MovieSequence.crop -> crop: pointer, "(read-only)" -#+ * Sequence|MovieSequence.filepath -> filepath: string "NO DESCRIPTION" -#+ * Sequence|MovieSequence.mpeg_preseek -> mpeg_preseek: int "For MPEG movies, preseek this many frames" -#+ * Sequence|MovieSequence.proxy -> proxy: pointer, "(read-only)" -#+ * Sequence|MovieSequence.strobe -> strobe: float "Only display every nth frame" -#+ * Sequence|MovieSequence.transform -> transform: pointer, "(read-only)" -#+ * Sequence|MovieSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" -#+ * Sequence|MovieSequence.use_crop -> use_crop: boolean "Crop image before processing" -#Sequence|MovieSequence.use_deinterlace -> use_deinterlace: boolean "For video movies to remove fields" -#Sequence|MovieSequence.use_flip_x -> use_flip_x: boolean "Flip on the X axis" -#Sequence|MovieSequence.use_flip_y -> use_flip_y: boolean "Flip on the Y axis" -#Sequence|MovieSequence.use_float -> use_float: boolean "Convert input to float data" -#Sequence|MovieSequence.use_premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" -#+ * Sequence|MovieSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" -#Sequence|MovieSequence.use_proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" -#Sequence|MovieSequence.use_proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" -#Sequence|MovieSequence.use_reverse_frames -> use_reverse_frames: boolean "Reverse frame order" -#+ * Sequence|MovieSequence.use_translation -> use_translation: boolean "Translate image before processing" -#Sequence|MulticamSequence.animation_offset_end -> animation_offset_end: int "Animation end offset (trim end)" -#Sequence|MulticamSequence.animation_offset_start -> animation_offset_start: int "Animation start offset (trim start)" -#+ * Sequence|MulticamSequence.color_balance -> color_balance: pointer, "(read-only)" -#Sequence|MulticamSequence.color_multiply -> color_multiply: float "NO DESCRIPTION" -#+ * Sequence|MulticamSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" -#+ * Sequence|MulticamSequence.crop -> crop: pointer, "(read-only)" -#+ * Sequence|MulticamSequence.multicam_source -> multicam_source: int "NO DESCRIPTION" -#+ * Sequence|MulticamSequence.proxy -> proxy: pointer, "(read-only)" -#+ * Sequence|MulticamSequence.strobe -> strobe: float "Only display every nth frame" -#+ * Sequence|MulticamSequence.transform -> transform: pointer, "(read-only)" -#+ * Sequence|MulticamSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" -#+ * Sequence|MulticamSequence.use_crop -> use_crop: boolean "Crop image before processing" -#Sequence|MulticamSequence.use_deinterlace -> use_deinterlace: boolean "For video movies to remove fields" -#Sequence|MulticamSequence.use_flip_x -> use_flip_x: boolean "Flip on the X axis" -#Sequence|MulticamSequence.use_flip_y -> use_flip_y: boolean "Flip on the Y axis" -#Sequence|MulticamSequence.use_float -> use_float: boolean "Convert input to float data" -#Sequence|MulticamSequence.use_premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" -#+ * Sequence|MulticamSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" -#Sequence|MulticamSequence.use_proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" -#Sequence|MulticamSequence.use_proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" -#Sequence|MulticamSequence.use_reverse_frames -> use_reverse_frames: boolean "Reverse frame order" -#+ * Sequence|MulticamSequence.use_translation -> use_translation: boolean "Translate image before processing" -#Sequence|SceneSequence.animation_offset_end -> animation_offset_end: int "Animation end offset (trim end)" -#Sequence|SceneSequence.animation_offset_start -> animation_offset_start: int "Animation start offset (trim start)" -#+ * Sequence|SceneSequence.color_balance -> color_balance: pointer, "(read-only)" -#Sequence|SceneSequence.color_multiply -> color_multiply: float "NO DESCRIPTION" -#+ * Sequence|SceneSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" -#+ * Sequence|SceneSequence.crop -> crop: pointer, "(read-only)" -#+ * Sequence|SceneSequence.proxy -> proxy: pointer, "(read-only)" -#+ * Sequence|SceneSequence.scene -> scene: pointer "Scene that this sequence uses" -#+ * Sequence|SceneSequence.scene_camera -> scene_camera: pointer "Override the scenes active camera" -#+ * Sequence|SceneSequence.strobe -> strobe: float "Only display every nth frame" -#+ * Sequence|SceneSequence.transform -> transform: pointer, "(read-only)" -#+ * Sequence|SceneSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" -#+ * Sequence|SceneSequence.use_crop -> use_crop: boolean "Crop image before processing" -#Sequence|SceneSequence.use_deinterlace -> use_deinterlace: boolean "For video movies to remove fields" -#Sequence|SceneSequence.use_flip_x -> use_flip_x: boolean "Flip on the X axis" -#Sequence|SceneSequence.use_flip_y -> use_flip_y: boolean "Flip on the Y axis" -#Sequence|SceneSequence.use_float -> use_float: boolean "Convert input to float data" -#Sequence|SceneSequence.use_premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" -#+ * Sequence|SceneSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" -#Sequence|SceneSequence.use_proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" -#Sequence|SceneSequence.use_proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" -#Sequence|SceneSequence.use_reverse_frames -> use_reverse_frames: boolean "Reverse frame order" -#+ * Sequence|SceneSequence.use_translation -> use_translation: boolean "Translate image before processing" -#Sequence|SoundSequence.animation_offset_end -> animation_offset_end: int "Animation end offset (trim end)" -#Sequence|SoundSequence.animation_offset_start -> animation_offset_start: int "Animation start offset (trim start)" -#+ * Sequence|SoundSequence.attenuation -> attenuation: float "Attenuation in dezibel" -#+ * Sequence|SoundSequence.filepath -> filepath: string "NO DESCRIPTION" -#+ * Sequence|SoundSequence.sound -> sound: pointer, "(read-only) Sound datablock used by this sequence" -#+ * Sequence|SoundSequence.volume -> volume: float "Playback volume of the sound" -#+ * ShapeKey.data -> data: collection, "(read-only)" -#+ * ShapeKey.frame -> frame: float, "(read-only) Frame for absolute keys" -#+ * ShapeKey.interpolation -> interpolation: enum "Interpolation type" -#+ * ShapeKey.mute -> mute: boolean "Mute this shape key" -#+ * ShapeKey.name -> name: string "NO DESCRIPTION" -#+ * ShapeKey.relative_key -> relative_key: pointer "Shape used as a relative key" -#+ * ShapeKey.slider_max -> slider_max: float "Maximum for slider" -#+ * ShapeKey.slider_min -> slider_min: float "Minimum for slider" -#+ * ShapeKey.value -> value: float "Value of shape key at the current frame" -#+ * ShapeKey.vertex_group -> vertex_group: string "Vertex weight group, to blend with basis shape" -#+ * ShapeKeyBezierPoint.co -> co: float[3] "NO DESCRIPTION" -#ShapeKeyBezierPoint.handle_left -> handle_left: float[3] "NO DESCRIPTION" -#ShapeKeyBezierPoint.handle_right -> handle_right: float[3] "NO DESCRIPTION" -#+ * ShapeKeyCurvePoint.co -> co: float[3] "NO DESCRIPTION" -#+ * ShapeKeyCurvePoint.tilt -> tilt: float "NO DESCRIPTION" -#+ * ShapeKeyPoint.co -> co: float[3] "NO DESCRIPTION" -#TODO BETTER NAME * SmokeDomainSettings.alpha -> alpha: float "Higher value results in sinking smoke" -#+ * SmokeDomainSettings.amplify -> amplify: int "Enhance the resolution of smoke by this factor using noise" -#TODO BETTER NAME * SmokeDomainSettings.beta -> beta: float "Higher value results in faster rising smoke" -#SmokeDomainSettings.collision_extents -> collision_extents: enum "Selects which domain border will be treated as collision object." -#SmokeDomainSettings.collision_group -> collision_group: pointer "Limit collisions to this group" -#+ * SmokeDomainSettings.dissolve_speed -> dissolve_speed: int "Dissolve Speed" -#SmokeDomainSettings.effector_group -> effector_group: pointer "Limit effectors to this group" -#+ * SmokeDomainSettings.effector_weights -> effector_weights: pointer, "(read-only)" -#+ * SmokeDomainSettings.fluid_group -> fluid_group: pointer "Limit fluid objects to this group" -#+ * SmokeDomainSettings.noise_type -> noise_type: enum "Noise method which is used for creating the high resolution" -#SmokeDomainSettings.point_cache_compress_high_type -> point_cache_compress_high_type: enum "Compression method to be used" -#SmokeDomainSettings.point_cache_compress_type -> point_cache_compress_type: enum "Compression method to be used" -#+ * SmokeDomainSettings.point_cache_high -> point_cache_high: pointer, "(read-only)" -#+ * SmokeDomainSettings.point_cache_low -> point_cache_low: pointer, "(read-only)" -#SmokeDomainSettings.resolution_max -> resolution_max: int "Maximal resolution used in the fluid domain" -#SmokeDomainSettings.show_high_resolution -> show_high_resolution: boolean "Show high resolution (using amplification)" -#SmokeDomainSettings.smooth_emitter -> smooth_emitter: boolean "Smoothens emitted smoke to avoid blockiness." -#+ * SmokeDomainSettings.strength -> strength: float "Strength of wavelet noise" -#+ * SmokeDomainSettings.time_scale -> time_scale: float "Adjust simulation speed." -#SmokeDomainSettings.use_dissolve_smoke -> use_dissolve_smoke: boolean "Enable smoke to disappear over time" -#SmokeDomainSettings.use_dissolve_smoke_log -> use_dissolve_smoke_log: boolean "Using 1/x" -#SmokeDomainSettings.use_high_resolution -> use_high_resolution: boolean "Enable high resolution (using amplification)" -#+ * SmokeDomainSettings.vorticity -> vorticity: float "Amount of turbulence/rotation in fluid." -#+ * SmokeFlowSettings.density -> density: float "NO DESCRIPTION" -#+ * SmokeFlowSettings.initial_velocity -> initial_velocity: boolean "Smoke inherits its velocity from the emitter particle" -#SmokeFlowSettings.particle_system -> particle_system: pointer "Particle systems emitted from the object" -#+ * SmokeFlowSettings.temperature -> temperature: float "Temperature difference to ambient temperature" -#SmokeFlowSettings.use_absolute -> use_absolute: boolean "Only allows given density value in emitter area." -#SmokeFlowSettings.use_outflow -> use_outflow: boolean "Deletes smoke from simulation" -#SmokeFlowSettings.velocity_factor -> velocity_factor: float "Multiplier to adjust velocity passed to smoke" -#+ * SoftBodySettings.aero -> aero: float "Make edges sail" -#+ * SoftBodySettings.aerodynamics_type -> aerodynamics_type: enum "Method of calculating aerodynamic interaction" -#+ * SoftBodySettings.ball_damp -> ball_damp: float "Blending to inelastic collision" -#+ * SoftBodySettings.ball_size -> ball_size: float "Absolute ball size or factor if not manual adjusted" -#+ * SoftBodySettings.ball_stiff -> ball_stiff: float "Ball inflating pressure" -#SoftBodySettings.bend -> bend: float "Bending Stiffness" -#+ * SoftBodySettings.choke -> choke: int "Viscosity inside collision target" -#+ * SoftBodySettings.collision_type -> collision_type: enum "Choose Collision Type" -#SoftBodySettings.damping -> damping: float "Edge spring friction" -#+ * SoftBodySettings.effector_weights -> effector_weights: pointer, "(read-only)" -#SoftBodySettings.error_threshold -> error_threshold: float "The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed" -#+ * SoftBodySettings.friction -> friction: float "General media friction for point movements" -#+ * SoftBodySettings.fuzzy -> fuzzy: int "Fuzziness while on collision, high values make collsion handling faster but less stable" -#+ * SoftBodySettings.goal_default -> goal_default: float "Default Goal (vertex target position) value, when no Vertex Group used" -#+ * SoftBodySettings.goal_friction -> goal_friction: float "Goal (vertex target position) friction" -#+ * SoftBodySettings.goal_max -> goal_max: float "Goal maximum, vertex weights are scaled to match this range" -#+ * SoftBodySettings.goal_min -> goal_min: float "Goal minimum, vertex weights are scaled to match this range" -#+ * SoftBodySettings.goal_spring -> goal_spring: float "Goal (vertex target position) spring stiffness" -#+ * SoftBodySettings.goal_vertex_group -> goal_vertex_group: string "Control point weight values" -#+ * SoftBodySettings.gravity -> gravity: float "Apply gravitation to point movement" -#SoftBodySettings.location_mass_center -> location_mass_center: float[3] "Location of Center of mass" -#+ * SoftBodySettings.mass -> mass: float "General Mass value" -#+ * SoftBodySettings.mass_vertex_group -> mass_vertex_group: string "Control point mass values" -#+ * SoftBodySettings.plastic -> plastic: float "Permanent deform" -#+ * SoftBodySettings.pull -> pull: float "Edge spring stiffness when longer than rest length" -#+ * SoftBodySettings.push -> push: float "Edge spring stiffness when shorter than rest length" -#SoftBodySettings.rotation_estimate -> rotation_estimate: float[9] "Estimated rotation matrix" -#SoftBodySettings.scale_estimate -> scale_estimate: float[9] "Estimated scale matrix" -#+ * SoftBodySettings.shear -> shear: float "Shear Stiffness" -#+ * SoftBodySettings.speed -> speed: float "Tweak timing for physics to control frequency and speed" -#+ * SoftBodySettings.spring_length -> spring_length: float "Alter spring length to shrink/blow up (unit %) 0 to disable" -#+ * SoftBodySettings.spring_vertex_group -> spring_vertex_group: string "Control point spring strength values" -#SoftBodySettings.step_max -> step_max: int "Maximal # solver steps/frame" -#SoftBodySettings.step_min -> step_min: int "Minimal # solver steps/frame" -#SoftBodySettings.use_auto_step -> use_auto_step: boolean "Use velocities for automagic step sizes" -#SoftBodySettings.use_diagnose -> use_diagnose: boolean "Turn on SB diagnose console prints" -#SoftBodySettings.use_edge_collision -> use_edge_collision: boolean "Edges collide too" -#+ * SoftBodySettings.use_edges -> use_edges: boolean "Use Edges as springs" -#SoftBodySettings.use_estimate_matrix -> use_estimate_matrix: boolean "estimate matrix .. split to COM , ROT ,SCALE" -#SoftBodySettings.use_face_collision -> use_face_collision: boolean "Faces collide too, can be very slow" -#+ * SoftBodySettings.use_goal -> use_goal: boolean "Define forces for vertices to stick to animated position" -#SoftBodySettings.use_self_collision -> use_self_collision: boolean "Enable naive vertex ball self collision" -#SoftBodySettings.use_stiff_quads -> use_stiff_quads: boolean "Adds diagonal springs on 4-gons" -#+ * Space.type -> type: enum, "(read-only) Space data type" -#+ * SpaceUVEditor.cursor_location -> cursor_location: float[2] "2D cursor location for this view" -#+ * SpaceUVEditor.draw_stretch_type -> draw_stretch_type: enum "Type of stretch to draw" -#+ * SpaceUVEditor.edge_draw_type -> edge_draw_type: enum "Draw type for drawing UV edges" -#SpaceUVEditor.lock_bounds -> lock_bounds: boolean "Constraint to stay within the image bounds while editing" -#SpaceUVEditor.pivot_point -> pivot_point: enum "Rotation/Scaling Pivot" -#SpaceUVEditor.show_modified_edges -> show_modified_edges: boolean "Draw edges after modifiers are applied" -#SpaceUVEditor.show_normalized_coords -> show_normalized_coords: boolean "Display UV coordinates from 0.0 to 1.0 rather than in pixels" -#SpaceUVEditor.show_other_objects -> show_other_objects: boolean "Draw other selected objects that share the same image" -#SpaceUVEditor.show_smooth_edges -> show_smooth_edges: boolean "Draw UV edges anti-aliased" -#SpaceUVEditor.show_stretch -> show_stretch: boolean "Draw faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)" -#SpaceUVEditor.sticky_select_mode -> sticky_select_mode: enum "Automatically select also UVs sharing the same vertex as the ones being selected" -#SpaceUVEditor.use_live_unwrap -> use_live_unwrap: boolean "Continuously unwrap the selected UV island while transforming pinned vertices" -#SpaceUVEditor.use_snap_to_pixels -> use_snap_to_pixels: boolean "Snap UVs to pixel locations while editing" -#+ * Space|SpaceConsole.console_type -> console_type: enum "Console type" -#+ * Space|SpaceConsole.font_size -> font_size: int "Font size to use for displaying the text" -#+ * Space|SpaceConsole.history -> history: collection, "(read-only) Command history" -#+ * Space|SpaceConsole.language -> language: string "Command line prompt language" -#+ * Space|SpaceConsole.prompt -> prompt: string "Command line prompt" -#+ * Space|SpaceConsole.scrollback -> scrollback: collection, "(read-only) Command output" -#Space|SpaceConsole.select_end -> select_end: int "NO DESCRIPTION" -#Space|SpaceConsole.select_start -> select_start: int "NO DESCRIPTION" -#+ * Space|SpaceConsole.show_report_debug -> show_report_debug: boolean "Display debug reporting info" -#+ * Space|SpaceConsole.show_report_error -> show_report_error: boolean "Display error text" -#+ * Space|SpaceConsole.show_report_info -> show_report_info: boolean "Display general information" -#+ * Space|SpaceConsole.show_report_operator -> show_report_operator: boolean "Display the operator log" -#Space|SpaceConsole.show_report_warning -> show_report_warning: boolean "Display warnings" -#+ * Space|SpaceDopeSheetEditor.action -> action: pointer "Action displayed and edited in this space" -#Space|SpaceDopeSheetEditor.auto_snap -> auto_snap: enum "Automatic time snapping settings for transformations" -#+ * Space|SpaceDopeSheetEditor.dopesheet -> dopesheet: pointer, "(read-only) Settings for filtering animation data" -#+ * Space|SpaceDopeSheetEditor.mode -> mode: enum "Editing context being displayed" -#Space|SpaceDopeSheetEditor.show_frame_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" -#+ * Space|SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, "(read-only) Show timing in seconds not frames" -#+ * Space|SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean "Show sliders beside F-Curve channels" -#Space|SpaceDopeSheetEditor.use_auto_merge_keyframes -> use_auto_merge_keyframes: boolean "Automatically merge nearby keyframes" -#+ * Space|SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean "Sync Markers with keyframe edits" -#Space|SpaceDopeSheetEditor.use_realtime_update -> use_realtime_update: boolean "When transforming keyframes, changes to the animation data are flushed to other views" -#+ * Space|SpaceFileBrowser.params -> params: pointer, "(read-only) Parameters and Settings for the Filebrowser" -#Space|SpaceGraphEditor.auto_snap -> auto_snap: enum "Automatic time snapping settings for transformations" -#Space|SpaceGraphEditor.cursor_position_y -> cursor_position_y: float "Graph Editor 2D-Value cursor - Y-Value component" -#+ * Space|SpaceGraphEditor.dopesheet -> dopesheet: pointer, "(read-only) Settings for filtering animation data" -#+ * Space|SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean "Graph Editor instance has some ghost curves stored" -#+ * Space|SpaceGraphEditor.mode -> mode: enum "Editing context being displayed" -#+ * Space|SpaceGraphEditor.pivot_point -> pivot_point: enum "Pivot center for rotation/scaling" -#+ * Space|SpaceGraphEditor.show_cursor -> show_cursor: boolean "Show 2D cursor" -#Space|SpaceGraphEditor.show_frame_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" -#+ * Space|SpaceGraphEditor.show_handles -> show_handles: boolean "Show handles of Bezier control points" -#+ * Space|SpaceGraphEditor.show_seconds -> show_seconds: boolean, "(read-only) Show timing in seconds not frames" -#+ * Space|SpaceGraphEditor.show_sliders -> show_sliders: boolean "Show sliders beside F-Curve channels" -#Space|SpaceGraphEditor.use_auto_merge_keyframes -> use_auto_merge_keyframes: boolean "Automatically merge nearby keyframes" -#Space|SpaceGraphEditor.use_only_selected_curves_handles -> use_only_selected_curves_handles: boolean "Only keyframes of selected F-Curves are visible and editable" -#Space|SpaceGraphEditor.use_only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean "Only show and edit handles of selected keyframes" -#Space|SpaceGraphEditor.use_realtime_update -> use_realtime_update: boolean "When transforming keyframes, changes to the animation data are flushed to other views" -#+ * Space|SpaceImageEditor.curves -> curves: pointer, "(read-only) Color curve mapping to use for displaying the image" -#+ * Space|SpaceImageEditor.draw_channels -> draw_channels: enum "Channels of the image to draw" -#+ * Space|SpaceImageEditor.grease_pencil -> grease_pencil: pointer "Grease pencil data for this space" -#+ * Space|SpaceImageEditor.image -> image: pointer "Image displayed and edited in this space" -#+ * Space|SpaceImageEditor.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed" -#+ * Space|SpaceImageEditor.sample_histogram -> sample_histogram: pointer, "(read-only) Sampled colors along line" -#+ * Space|SpaceImageEditor.scopes -> scopes: pointer, "(read-only) Scopes to visualize image statistics." -#+ * Space|SpaceImageEditor.show_paint -> show_paint: boolean, "(read-only) Show paint related properties" -#+ * Space|SpaceImageEditor.show_render -> show_render: boolean, "(read-only) Show render related properties" -#Space|SpaceImageEditor.show_repeat -> show_repeat: boolean "Draw the image repeated outside of the main view" -#+ * Space|SpaceImageEditor.show_uvedit -> show_uvedit: boolean, "(read-only) Show UV editing related properties" -#+ * Space|SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean "Display and edit the grease pencil freehand annotations overlay" -#Space|SpaceImageEditor.use_image_paint -> use_image_paint: boolean "Enable image painting mode" -#Space|SpaceImageEditor.use_image_pin -> use_image_pin: boolean "Display current image regardless of object selection" -#Space|SpaceImageEditor.use_realtime_update -> use_realtime_update: boolean "Update other affected window spaces automatically to reflect changes during interactive operations such as transform" -#+ * Space|SpaceImageEditor.uv_editor -> uv_editor: pointer, "(read-only) UV editor settings" -#Space|SpaceLogicEditor.show_actuators_active_object -> show_actuators_active_object: boolean "Show actuators of active object" -#Space|SpaceLogicEditor.show_actuators_active_states -> show_actuators_active_states: boolean "Show only actuators connected to active states" -#Space|SpaceLogicEditor.show_actuators_linked_controller -> show_actuators_linked_controller: boolean "Show linked objects to the actuator" -#Space|SpaceLogicEditor.show_actuators_selected_objects -> show_actuators_selected_objects: boolean "Show actuators of all selected objects" -#Space|SpaceLogicEditor.show_controllers_active_object -> show_controllers_active_object: boolean "Show controllers of active object" -#Space|SpaceLogicEditor.show_controllers_linked_controller -> show_controllers_linked_controller: boolean "Show linked objects to sensor/actuator" -#Space|SpaceLogicEditor.show_controllers_selected_objects -> show_controllers_selected_objects: boolean "Show controllers of all selected objects" -#Space|SpaceLogicEditor.show_sensors_active_object -> show_sensors_active_object: boolean "Show sensors of active object" -#Space|SpaceLogicEditor.show_sensors_active_states -> show_sensors_active_states: boolean "Show only sensors connected to active states" -#Space|SpaceLogicEditor.show_sensors_linked_controller -> show_sensors_linked_controller: boolean "Show linked objects to the controller" -#Space|SpaceLogicEditor.show_sensors_selected_objects -> show_sensors_selected_objects: boolean "Show sensors of all selected objects" -#Space|SpaceNLA.auto_snap -> auto_snap: enum "Automatic time snapping settings for transformations" -#+ * Space|SpaceNLA.dopesheet -> dopesheet: pointer, "(read-only) Settings for filtering animation data" -#Space|SpaceNLA.show_frame_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" -#+ * Space|SpaceNLA.show_seconds -> show_seconds: boolean, "(read-only) Show timing in seconds not frames" -#+ * Space|SpaceNLA.show_strip_curves -> show_strip_curves: boolean "Show influence curves on strips" -#Space|SpaceNLA.use_realtime_update -> use_realtime_update: boolean "When transforming strips, changes to the animation data are flushed to other views" -#+ * Space|SpaceNodeEditor.id -> id: pointer, "(read-only) Datablock whose nodes are being edited" -#+ * Space|SpaceNodeEditor.id_from -> id_from: pointer, "(read-only) Datablock from which the edited datablock is linked" -#+ * Space|SpaceNodeEditor.nodetree -> nodetree: pointer, "(read-only) Node tree being displayed and edited" -#Space|SpaceNodeEditor.show_backdrop -> show_backdrop: boolean "Use active Viewer Node output as backdrop for compositing nodes" -#+ * Space|SpaceNodeEditor.texture_type -> texture_type: enum "Type of data to take texture from" -#+ * Space|SpaceNodeEditor.tree_type -> tree_type: enum "Node tree type to display and edit" -#+ * Space|SpaceOutliner.display_mode -> display_mode: enum "Type of information to display" -#Space|SpaceOutliner.filter_text -> filter_text: string "Live search filtering string" -#Space|SpaceOutliner.show_restrict_columns -> show_restrict_columns: boolean "Show column" -#Space|SpaceOutliner.use_filter_case_sensitive -> use_filter_case_sensitive: boolean "Only use case sensitive matches of search string" -#Space|SpaceOutliner.use_filter_complete -> use_filter_complete: boolean "Only use complete matches of search string" -#+ * Space|SpaceProperties.align -> align: enum "Arrangement of the panels" -#+ * Space|SpaceProperties.context -> context: enum "Type of active data to display and edit" -#+ * Space|SpaceProperties.pin_id -> pin_id: pointer "NO DESCRIPTION" -#Space|SpaceProperties.show_brush_texture -> show_brush_texture: boolean "Show brush textures" -#+ * Space|SpaceProperties.use_pin_id -> use_pin_id: boolean "Use the pinned context" -#+ * Space|SpaceSequenceEditor.display_channel -> display_channel: int "The channel number shown in the image preview. 0 is the result of all strips combined" -#+ * Space|SpaceSequenceEditor.display_mode -> display_mode: enum "The view mode to use for displaying sequencer output" -#+ * Space|SpaceSequenceEditor.draw_overexposed -> draw_overexposed: int "Show overexposed areas with zebra stripes" -#+ * Space|SpaceSequenceEditor.grease_pencil -> grease_pencil: pointer, "(read-only) Grease pencil data for this space" -#+ * Space|SpaceSequenceEditor.offset_x -> offset_x: float "Offsets image horizontally from the view center" -#+ * Space|SpaceSequenceEditor.offset_y -> offset_y: float "Offsets image horizontally from the view center" -#+ * Space|SpaceSequenceEditor.proxy_render_size -> proxy_render_size: enum "Draw preview using full resolution or different proxy resolutions" -#Space|SpaceSequenceEditor.show_frame_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" -#Space|SpaceSequenceEditor.show_frames -> show_frames: boolean "Draw frames rather than seconds" -#Space|SpaceSequenceEditor.show_safe_margin -> show_safe_margin: boolean "Draw title safe margins in preview" -#Space|SpaceSequenceEditor.show_separate_color -> show_separate_color: boolean "Separate color channels in preview" -#+ * Space|SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean "Display and edit the grease pencil freehand annotations overlay" -#+ * Space|SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean "Transform markers as well as strips" -#+ * Space|SpaceSequenceEditor.view_type -> view_type: enum "The type of the Sequencer view (sequencer, preview or both)" -#+ * Space|SpaceSequenceEditor.zoom -> zoom: float "Display zoom level" -#+ * Space|SpaceTextEditor.find_text -> find_text: string "Text to search for with the find tool" -#+ * Space|SpaceTextEditor.font_size -> font_size: int "Font size to use for displaying the text" -#+ * Space|SpaceTextEditor.replace_text -> replace_text: string "Text to replace selected text with using the replace tool" -#Space|SpaceTextEditor.show_line_highlight -> show_line_highlight: boolean "Highlight the current line" -#+ * Space|SpaceTextEditor.show_line_numbers -> show_line_numbers: boolean "Show line numbers next to the text" -#+ * Space|SpaceTextEditor.show_syntax_highlight -> show_syntax_highlight: boolean "Syntax highlight for scripting" -#+ * Space|SpaceTextEditor.show_word_wrap -> show_word_wrap: boolean "Wrap words if there is not enough horizontal space" -#+ * Space|SpaceTextEditor.tab_width -> tab_width: int "Number of spaces to display tabs with" -#+ * Space|SpaceTextEditor.text -> text: pointer "Text displayed and edited in this space" -#Space|SpaceTextEditor.use_find_all -> use_find_all: boolean "Search in all text datablocks, instead of only the active one" -#Space|SpaceTextEditor.use_find_wrap -> use_find_wrap: boolean "Search again from the start of the file when reaching the end" -#Space|SpaceTextEditor.use_live_edit -> use_live_edit: boolean "Run python while editing" -#Space|SpaceTextEditor.use_overwrite -> use_overwrite: boolean "Overwrite characters when typing rather than inserting them" -#+ * Space|SpaceTimeline.cache_cloth -> cache_cloth: boolean "Show the active objects cloth point cache" -#+ * Space|SpaceTimeline.cache_particles -> cache_particles: boolean "Show the active objects particle point cache" -#+ * Space|SpaceTimeline.cache_smoke -> cache_smoke: boolean "Show the active objects smoke cache" -#+ * Space|SpaceTimeline.cache_softbody -> cache_softbody: boolean "Show the active objects softbody point cache" -#+ * Space|SpaceTimeline.show_cache -> show_cache: boolean "Show the status of cached frames in the timeline" -#Space|SpaceTimeline.show_frame_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" -#Space|SpaceTimeline.show_only_selected -> show_only_selected: boolean "Show keyframes for active Object and/or its selected channels only" -#Space|SpaceTimeline.use_play_3d_editors -> use_play_3d_editors: boolean "NO DESCRIPTION" -#Space|SpaceTimeline.use_play_animation_editors -> use_play_animation_editors: boolean "NO DESCRIPTION" -#Space|SpaceTimeline.use_play_image_editors -> use_play_image_editors: boolean "NO DESCRIPTION" -#Space|SpaceTimeline.use_play_node_editors -> use_play_node_editors: boolean "NO DESCRIPTION" -#Space|SpaceTimeline.use_play_properties_editors -> use_play_properties_editors: boolean "NO DESCRIPTION" -#Space|SpaceTimeline.use_play_sequence_editors -> use_play_sequence_editors: boolean "NO DESCRIPTION" -#Space|SpaceTimeline.use_play_top_left_3d_editor -> use_play_top_left_3d_editor: boolean "NO DESCRIPTION" -#Space|SpaceUserPreferences.filter_text -> filter_text: string "Search term for filtering in the UI" -#+ * Space|SpaceView3D.background_images -> background_images: collection, "(read-only) List of background images" -#+ * Space|SpaceView3D.camera -> camera: pointer "Active camera used in this view (when unlocked from the scenes active camera)" -#+ * Space|SpaceView3D.clip_end -> clip_end: float "3D View far clipping distance" -#+ * Space|SpaceView3D.clip_start -> clip_start: float "3D View near clipping distance" -#+ * Space|SpaceView3D.current_orientation -> current_orientation: pointer, "(read-only) Current Transformation orientation" -#+ * Space|SpaceView3D.cursor_location -> cursor_location: float[3] "3D cursor location for this view (dependent on local view setting)" -#+ * Space|SpaceView3D.grid_lines -> grid_lines: int "The number of grid lines to display in perspective view" -#+ * Space|SpaceView3D.grid_spacing -> grid_spacing: float "The distance between 3D View grid lines" -#+ * Space|SpaceView3D.grid_subdivisions -> grid_subdivisions: int "The number of subdivisions between grid lines" -#+ * Space|SpaceView3D.layers -> layers: boolean[20] "Layers visible in this 3D View" -#Space|SpaceView3D.layers_used -> layers_used: boolean[20], "(read-only) Layers that contain something" -#+ * Space|SpaceView3D.lens -> lens: float "Lens angle (mm) in perspective view" -#+ * Space|SpaceView3D.local_view -> local_view: pointer, "(read-only) Display an isolated sub-set of objects, apart from the scene visibility" -#+ * Space|SpaceView3D.lock_bone -> lock_bone: string "3D View center is locked to this bones position" -#+ * Space|SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean "Use the scenes active camera and layers in this view, rather than local layers" -#+ * Space|SpaceView3D.lock_object -> lock_object: pointer "3D View center is locked to this objects position" -#+ * Space|SpaceView3D.pivot_point -> pivot_point: enum "Pivot center for rotation/scaling" -#+ * Space|SpaceView3D.region_3d -> region_3d: pointer, "(read-only) 3D region in this space, in case of quad view the camera region" -#+ * Space|SpaceView3D.region_quadview -> region_quadview: pointer, "(read-only) 3D region that defines the quad view settings" -#Space|SpaceView3D.show_all_objects_origin -> show_all_objects_origin: boolean "Show the object origin center dot for all (selected and unselected) objects" -#Space|SpaceView3D.show_axis_x -> show_axis_x: boolean "Show the X axis line in perspective view" -#Space|SpaceView3D.show_axis_y -> show_axis_y: boolean "Show the Y axis line in perspective view" -#Space|SpaceView3D.show_axis_z -> show_axis_z: boolean "Show the Z axis line in perspective view" -#Space|SpaceView3D.show_background_images -> show_background_images: boolean "Display reference images behind objects in the 3D View" -#Space|SpaceView3D.show_floor -> show_floor: boolean "Show the ground plane grid in perspective view" -#Space|SpaceView3D.show_manipulator -> show_manipulator: boolean "Use a 3D manipulator widget for controlling transforms" -#Space|SpaceView3D.show_only_render -> show_only_render: boolean "Display only objects which will be rendered" -#Space|SpaceView3D.show_outline_selected -> show_outline_selected: boolean "Show an outline highlight around selected objects in non-wireframe views" -#Space|SpaceView3D.show_relationship_lines -> show_relationship_lines: boolean "Show dashed lines indicating parent or constraint relationships" -#Space|SpaceView3D.show_textured_solid -> show_textured_solid: boolean "Display face-assigned textures in solid view" -#+ * Space|SpaceView3D.transform_orientation -> transform_orientation: enum "Transformation orientation" -#Space|SpaceView3D.use_manipulator_rotate -> use_manipulator_rotate: boolean "Use the manipulator for rotation transformations" -#Space|SpaceView3D.use_manipulator_scale -> use_manipulator_scale: boolean "Use the manipulator for scale transformations" -#Space|SpaceView3D.use_manipulator_translate -> use_manipulator_translate: boolean "Use the manipulator for movement transformations" -#Space|SpaceView3D.use_occlude_geometry -> use_occlude_geometry: boolean "Limit selection to visible (clipped with depth buffer)" -#Space|SpaceView3D.use_pivot_point_align -> use_pivot_point_align: boolean "Manipulate object centers only" -#Space|SpaceView3D.viewport_shade -> viewport_shade: enum "Method to display/shade objects in the 3D View" -#+ * Spline.bezier_points -> bezier_points: collection, "(read-only) Collection of points for bezier curves only" -#+ * Spline.character_index -> character_index: int, "(read-only) Location of this character in the text data (only for text curves)" -#+ * Spline.hide -> hide: boolean "Hide this curve in editmode" -#+ * Spline.material_index -> material_index: int "NO DESCRIPTION" -#+ * Spline.order_u -> order_u: int "Nurbs order in the U direction (For splines and surfaces), Higher values let points influence a greater area" -#+ * Spline.order_v -> order_v: int "Nurbs order in the V direction (For surfaces only), Higher values let points influence a greater area" -#+ * Spline.point_count_u -> point_count_u: int, "(read-only) Total number points for the curve or surface in the U direction" -#+ * Spline.point_count_v -> point_count_v: int, "(read-only) Total number points for the surface on the V direction" -#+ * Spline.points -> points: collection, "(read-only) Collection of points that make up this poly or nurbs spline" -#+ * Spline.radius_interpolation -> radius_interpolation: enum "The type of radius interpolation for Bezier curves" -#+ * Spline.resolution_u -> resolution_u: int "Curve or Surface subdivisions per segment" -#+ * Spline.resolution_v -> resolution_v: int "Surface subdivisions per segment" -#+ * Spline.tilt_interpolation -> tilt_interpolation: enum "The type of tilt interpolation for 3D, Bezier curves" -#+ * Spline.type -> type: enum "The interpolation type for this curve element" -#Spline.use_bezier_u -> use_bezier_u: boolean "Make this nurbs curve or surface act like a bezier spline in the U direction (Order U must be 3 or 4, Cyclic U must be disabled)" -#Spline.use_bezier_v -> use_bezier_v: boolean "Make this nurbs surface act like a bezier spline in the V direction (Order V must be 3 or 4, Cyclic V must be disabled)" -#Spline.use_cyclic_u -> use_cyclic_u: boolean "Make this curve or surface a closed loop in the U direction" -#Spline.use_cyclic_v -> use_cyclic_v: boolean "Make this surface a closed loop in the V direction" -#Spline.use_endpoint_u -> use_endpoint_u: boolean "Make this nurbs curve or surface meet the endpoints in the U direction (Cyclic U must be disabled)" -#Spline.use_endpoint_v -> use_endpoint_v: boolean "Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled)" -#Spline.use_smooth -> use_smooth: boolean "Smooth the normals of the surface or beveled curve" -#+ * SplinePoint.co -> co: float[4] "Point coordinates" -#+ * SplinePoint.hide -> hide: boolean "Visibility status" -#+ * SplinePoint.radius -> radius: float, "(read-only) Radius for bevelling" -#+ * SplinePoint.select -> select: boolean "Selection status" -#+ * SplinePoint.tilt -> tilt: float "Tilt in 3D View" -#+ * SplinePoint.weight -> weight: float "Nurbs weight" -#+ * SplinePoint.weight_softbody -> weight_softbody: float "Softbody goal weight" -#+ * Struct.base -> base: pointer, "(read-only) Struct definition this is derived from" -#+ * Struct.description -> description: string, "(read-only) Description of the Structs purpose" -#+ * Struct.functions -> functions: collection, "(read-only)" -#+ * Struct.identifier -> identifier: string, "(read-only) Unique name used in the code and scripting" -#+ * Struct.name -> name: string, "(read-only) Human readable name" -#+ * Struct.name_property -> name_property: pointer, "(read-only) Property that gives the name of the struct" -#+ * Struct.nested -> nested: pointer, "(read-only) Struct in which this struct is always nested, and to which it logically belongs" -#+ * Struct.properties -> properties: collection, "(read-only) Properties in the struct" -#+ * TexMapping.location -> location: float[3] "NO DESCRIPTION" -#TexMapping.max -> max: float[3] "Maximum value for clipping" -#TexMapping.min -> min: float[3] "Minimum value for clipping" -#+ * TexMapping.rotation -> rotation: float[3] "NO DESCRIPTION" -#+ * TexMapping.scale -> scale: float[3] "NO DESCRIPTION" -#TexMapping.use_max -> use_max: boolean "Whether to use maximum clipping value" -#TexMapping.use_min -> use_min: boolean "Whether to use minimum clipping value" -#+ * TextBox.height -> height: float "NO DESCRIPTION" -#+ * TextBox.width -> width: float "NO DESCRIPTION" -#+ * TextBox.x -> x: float "NO DESCRIPTION" -#+ * TextBox.y -> y: float "NO DESCRIPTION" -#TextCharacterFormat.use_bold -> use_bold: boolean "NO DESCRIPTION" -#TextCharacterFormat.use_italic -> use_italic: boolean "NO DESCRIPTION" -#+ * TextCharacterFormat.use_small_caps -> use_small_caps: boolean "NO DESCRIPTION" -#TextCharacterFormat.use_underline -> use_underline: boolean "NO DESCRIPTION" -#+ * TextLine.body -> body: string "Text 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" -#+ * TextMarker.line -> line: int, "(read-only) Line in which the marker is located" -#TextMarker.use_edit_all -> use_edit_all: boolean, "(read-only) Edit all markers of the same group as one" -#+ * TextureSlot.blend_type -> blend_type: enum "NO DESCRIPTION" -#+ * TextureSlot.color -> color: float[3] "The default color for textures that dont return RGB" -#+ * TextureSlot.default_value -> default_value: float "Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard" -#TextureSlot.invert -> invert: boolean "Inverts the values of the texture to reverse its effect" -#+ * TextureSlot.name -> name: string, "(read-only) Texture slot name" -#+ * TextureSlot.offset -> offset: float[3] "Fine tunes texture mapping X, Y and Z locations" -#+ * TextureSlot.output_node -> output_node: enum "Which output node to use, for node-based textures" -#TextureSlot.scale -> scale: float[3] "Sets scaling for the textures X, Y and Z sizes" -#+ * TextureSlot.texture -> texture: pointer "Texture datablock used by this texture slot" -#TextureSlot.use_rgb_to_intensity -> use_rgb_to_intensity: boolean "Converts texture RGB values to intensity (gray) values" -#TextureSlot.use_stencil -> use_stencil: boolean "Use this texture as a blending value on the next texture" -#+ * TextureSlot|BrushTextureSlot.angle -> angle: float "Defines brush texture rotation" -#+ * TextureSlot|BrushTextureSlot.map_mode -> map_mode: enum "NO DESCRIPTION" -#+ * TextureSlot|LampTextureSlot.color_factor -> color_factor: float "Amount texture affects color values" -#+ * TextureSlot|LampTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates" -#+ * TextureSlot|LampTextureSlot.shadow_factor -> shadow_factor: float "Amount texture affects shadow" -#TextureSlot|LampTextureSlot.texture_coords -> texture_coords: enum "NO DESCRIPTION" -#TextureSlot|LampTextureSlot.use_map_color -> use_map_color: boolean "Lets the texture affect the basic color of the lamp" -#TextureSlot|LampTextureSlot.use_map_shadow -> use_map_shadow: boolean "Lets the texture affect the shadow color of the lamp" -#+ * TextureSlot|MaterialTextureSlot.alpha_factor -> alpha_factor: float "Amount texture affects alpha" -#+ * TextureSlot|MaterialTextureSlot.ambient_factor -> ambient_factor: float "Amount texture affects ambient" -#TextureSlot|MaterialTextureSlot.color_emission_factor -> color_emission_factor: float "Amount texture affects emission color" -#+ * TextureSlot|MaterialTextureSlot.density_factor -> density_factor: float "Amount texture affects density" -#TextureSlot|MaterialTextureSlot.diffuse_color_factor -> diffuse_color_factor: float "Amount texture affects diffuse color" -#+ * TextureSlot|MaterialTextureSlot.diffuse_factor -> diffuse_factor: float "Amount texture affects diffuse reflectivity" -#+ * TextureSlot|MaterialTextureSlot.displacement_factor -> displacement_factor: float "Amount texture displaces the surface" -#+ * TextureSlot|MaterialTextureSlot.emission_factor -> emission_factor: float "Amount texture affects emission" -#+ * TextureSlot|MaterialTextureSlot.emit_factor -> emit_factor: float "Amount texture affects emission" -#+ * TextureSlot|MaterialTextureSlot.hardness_factor -> hardness_factor: float "Amount texture affects hardness" -#+ * TextureSlot|MaterialTextureSlot.mapping -> mapping: enum "NO DESCRIPTION" -#TextureSlot|MaterialTextureSlot.mapping_x -> mapping_x: enum "NO DESCRIPTION" -#TextureSlot|MaterialTextureSlot.mapping_y -> mapping_y: enum "NO DESCRIPTION" -#TextureSlot|MaterialTextureSlot.mapping_z -> mapping_z: enum "NO DESCRIPTION" -#+ * TextureSlot|MaterialTextureSlot.mirror_factor -> mirror_factor: float "Amount texture affects mirror color" -#+ * TextureSlot|MaterialTextureSlot.normal_factor -> normal_factor: float "Amount texture affects normal values" -#+ * TextureSlot|MaterialTextureSlot.normal_map_space -> normal_map_space: enum "NO DESCRIPTION" -#+ * TextureSlot|MaterialTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates" -#+ * TextureSlot|MaterialTextureSlot.raymir_factor -> raymir_factor: float "Amount texture affects ray mirror" -#TextureSlot|MaterialTextureSlot.reflection_color_factor -> reflection_color_factor: float "Amount texture affects color of out-scattered light" -#+ * TextureSlot|MaterialTextureSlot.reflection_factor -> reflection_factor: float "Amount texture affects brightness of out-scattered light" -#+ * TextureSlot|MaterialTextureSlot.scattering_factor -> scattering_factor: float "Amount texture affects scattering" -#TextureSlot|MaterialTextureSlot.specular_color_factor -> specular_color_factor: float "Amount texture affects specular color" -#+ * TextureSlot|MaterialTextureSlot.specular_factor -> specular_factor: float "Amount texture affects specular reflectivity" -#TextureSlot|MaterialTextureSlot.texture_coords -> texture_coords: enum "NO DESCRIPTION" -#+ * TextureSlot|MaterialTextureSlot.translucency_factor -> translucency_factor: float "Amount texture affects translucency" -#TextureSlot|MaterialTextureSlot.transmission_color_factor -> transmission_color_factor: float "Amount texture affects result color after light has been scattered/absorbed" -#+ * TextureSlot|MaterialTextureSlot.use -> use: boolean "Enable this material texture slot" -#TextureSlot|MaterialTextureSlot.use_from_dupli -> use_from_dupli: boolean "Duplis instanced from verts, faces or particles, inherit texture coordinate from their parent" -#TextureSlot|MaterialTextureSlot.use_from_original -> use_from_original: boolean "Duplis derive their object coordinates from the original objects transformation" -#TextureSlot|MaterialTextureSlot.use_map_alpha -> use_map_alpha: boolean "Causes the texture to affect the alpha value" -#TextureSlot|MaterialTextureSlot.use_map_ambient -> use_map_ambient: boolean "Causes the texture to affect the value of ambient" -#TextureSlot|MaterialTextureSlot.use_map_color_diffuse -> use_map_color_diffuse: boolean "Causes the texture to affect basic color of the material" -#TextureSlot|MaterialTextureSlot.use_map_color_emission -> use_map_color_emission: boolean "Causes the texture to affect the color of emission" -#TextureSlot|MaterialTextureSlot.use_map_color_reflection -> use_map_color_reflection: boolean "Causes the texture to affect the color of scattered light" -#TextureSlot|MaterialTextureSlot.use_map_color_spec -> use_map_color_spec: boolean "Causes the texture to affect the specularity color" -#TextureSlot|MaterialTextureSlot.use_map_color_transmission -> use_map_color_transmission: boolean "Causes the texture to affect the result color after other light has been scattered/absorbed" -#TextureSlot|MaterialTextureSlot.use_map_density -> use_map_density: boolean "Causes the texture to affect the volumes density" -#TextureSlot|MaterialTextureSlot.use_map_diffuse -> use_map_diffuse: boolean "Causes the texture to affect the value of the materials diffuse reflectivity" -#TextureSlot|MaterialTextureSlot.use_map_displacement -> use_map_displacement: boolean "Let the texture displace the surface" -#TextureSlot|MaterialTextureSlot.use_map_emission -> use_map_emission: boolean "Causes the texture to affect the volumes emission" -#TextureSlot|MaterialTextureSlot.use_map_emit -> use_map_emit: boolean "Causes the texture to affect the emit value" -#TextureSlot|MaterialTextureSlot.use_map_hardness -> use_map_hardness: boolean "Causes the texture to affect the hardness value" -#TextureSlot|MaterialTextureSlot.use_map_mirror -> use_map_mirror: boolean "Causes the texture to affect the mirror color" -#TextureSlot|MaterialTextureSlot.use_map_normal -> use_map_normal: boolean "Causes the texture to affect the rendered normal" -#TextureSlot|MaterialTextureSlot.use_map_raymir -> use_map_raymir: boolean "Causes the texture to affect the ray-mirror value" -#TextureSlot|MaterialTextureSlot.use_map_reflect -> use_map_reflect: boolean "Causes the texture to affect the reflected lights brightness" -#TextureSlot|MaterialTextureSlot.use_map_scatter -> use_map_scatter: boolean "Causes the texture to affect the volumes scattering" -#TextureSlot|MaterialTextureSlot.use_map_specular -> use_map_specular: boolean "Causes the texture to affect the value of specular reflectivity" -#TextureSlot|MaterialTextureSlot.use_map_translucency -> use_map_translucency: boolean "Causes the texture to affect the translucency value" -#TextureSlot|MaterialTextureSlot.use_map_warp -> use_map_warp: boolean "Let the texture warp texture coordinates of next channels" -#TextureSlot|MaterialTextureSlot.use_old_bump -> use_old_bump: boolean "Use old bump mapping (backwards compatibility option)" -#+ * TextureSlot|MaterialTextureSlot.uv_layer -> uv_layer: string "UV layer to use for mapping with UV texture coordinates" -#+ * TextureSlot|MaterialTextureSlot.warp_factor -> warp_factor: float "Amount texture affects texture coordinates of next channels" -#+ * TextureSlot|WorldTextureSlot.blend_factor -> blend_factor: float "Amount texture affects color progression of the background" -#+ * TextureSlot|WorldTextureSlot.horizon_factor -> horizon_factor: float "Amount texture affects color of the horizon" -#+ * TextureSlot|WorldTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates" -#TextureSlot|WorldTextureSlot.texture_coords -> texture_coords: enum "Texture coordinates used to map the texture onto the background" -#TextureSlot|WorldTextureSlot.use_map_blend -> use_map_blend: boolean "Affect the color progression of the background" -#TextureSlot|WorldTextureSlot.use_map_horizon -> use_map_horizon: boolean "Affect the color of the horizon" -#TextureSlot|WorldTextureSlot.use_map_zenith_down -> use_map_zenith_down: boolean "Affect the color of the zenith below" -#TextureSlot|WorldTextureSlot.use_map_zenith_up -> use_map_zenith_up: boolean "Affect the color of the zenith above" -#+ * TextureSlot|WorldTextureSlot.zenith_down_factor -> zenith_down_factor: float "Amount texture affects color of the zenith below" -#+ * TextureSlot|WorldTextureSlot.zenith_up_factor -> zenith_up_factor: float "Amount texture affects color of the zenith above" -#+ * Theme.bone_color_sets -> bone_color_sets: collection, "(read-only)" -#+ * Theme.console -> console: pointer, "(read-only)" -#+ * Theme.dopesheet_editor -> dopesheet_editor: pointer, "(read-only)" -#+ * Theme.file_browser -> file_browser: pointer, "(read-only)" -#+ * Theme.graph_editor -> graph_editor: pointer, "(read-only)" -#+ * Theme.image_editor -> image_editor: pointer, "(read-only)" -#+ * Theme.info -> info: pointer, "(read-only)" -#+ * Theme.logic_editor -> logic_editor: pointer, "(read-only)" -#+ * Theme.name -> name: string "Name of the theme" -#+ * Theme.nla_editor -> nla_editor: pointer, "(read-only)" -#+ * Theme.node_editor -> node_editor: pointer, "(read-only)" -#+ * Theme.outliner -> outliner: pointer, "(read-only)" -#+ * Theme.properties -> properties: pointer, "(read-only)" -#+ * Theme.sequence_editor -> sequence_editor: pointer, "(read-only)" -#+ * Theme.text_editor -> text_editor: pointer, "(read-only)" -#+ * Theme.theme_area -> theme_area: enum "NO DESCRIPTION" -#+ * Theme.timeline -> timeline: pointer, "(read-only)" -#+ * Theme.user_interface -> user_interface: pointer, "(read-only)" -#+ * Theme.user_preferences -> user_preferences: pointer, "(read-only)" -#+ * Theme.view_3d -> view_3d: pointer, "(read-only)" -#+ * ThemeAudioWindow.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeAudioWindow.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeAudioWindow.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeAudioWindow.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeAudioWindow.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeAudioWindow.frame_current -> frame_current: float[3] "NO DESCRIPTION" -#+ * ThemeAudioWindow.grid -> grid: float[3] "NO DESCRIPTION" -#+ * ThemeAudioWindow.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeAudioWindow.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeAudioWindow.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeAudioWindow.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeAudioWindow.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeAudioWindow.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeAudioWindow.window_sliders -> window_sliders: float[3] "NO DESCRIPTION" -#+ * ThemeBoneColorSet.active -> active: float[3] "Color used for active bones" -#+ * ThemeBoneColorSet.normal -> normal: float[3] "Color used for the surface of bones" -#+ * ThemeBoneColorSet.select -> select: float[3] "Color used for selected bones" -#ThemeBoneColorSet.show_colored_constraints -> show_colored_constraints: boolean "Allow the use of colors indicating constraints/keyed status" -#+ * ThemeConsole.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeConsole.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeConsole.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeConsole.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeConsole.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeConsole.cursor -> cursor: float[3] "NO DESCRIPTION" -#+ * ThemeConsole.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeConsole.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeConsole.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeConsole.line_error -> line_error: float[3] "NO DESCRIPTION" -#+ * ThemeConsole.line_info -> line_info: float[3] "NO DESCRIPTION" -#+ * ThemeConsole.line_input -> line_input: float[3] "NO DESCRIPTION" -#+ * ThemeConsole.line_output -> line_output: float[3] "NO DESCRIPTION" -#+ * ThemeConsole.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeConsole.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeConsole.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.active_channels_group -> active_channels_group: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.channel_group -> channel_group: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.channels -> channels: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.channels_selected -> channels_selected: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.dopesheet_channel -> dopesheet_channel: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.dopesheet_subchannel -> dopesheet_subchannel: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.frame_current -> frame_current: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.grid -> grid: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.list -> list: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.list_text -> list_text: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.list_text_hi -> list_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.list_title -> list_title: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.long_key -> long_key: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.long_key_selected -> long_key_selected: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.value_sliders -> value_sliders: float[3] "NO DESCRIPTION" -#+ * ThemeDopeSheet.view_sliders -> view_sliders: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.active_file -> active_file: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.active_file_text -> active_file_text: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.list -> list: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.list_text -> list_text: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.list_text_hi -> list_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.list_title -> list_title: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.scroll_handle -> scroll_handle: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.scrollbar -> scrollbar: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.selected_file -> selected_file: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.tiles -> tiles: float[3] "NO DESCRIPTION" -#+ * ThemeFileBrowser.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeFontStyle.font_kerning_style -> font_kerning_style: enum "Which style to use for font kerning" -#+ * ThemeFontStyle.points -> points: int "NO DESCRIPTION" -#+ * ThemeFontStyle.shadow -> shadow: int "Shadow size in pixels (0, 3 and 5 supported)" -#ThemeFontStyle.shadow_offset_x -> shadow_offset_x: int "Shadow offset in pixels" -#ThemeFontStyle.shadow_offset_y -> shadow_offset_y: int "Shadow offset in pixels" -#+ * ThemeFontStyle.shadowalpha -> shadowalpha: float "NO DESCRIPTION" -#+ * ThemeFontStyle.shadowcolor -> shadowcolor: float "Shadow color in grey value" -#+ * ThemeGraphEditor.active_channels_group -> active_channels_group: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.channel_group -> channel_group: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.channels_region -> channels_region: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.dopesheet_channel -> dopesheet_channel: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.dopesheet_subchannel -> dopesheet_subchannel: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.frame_current -> frame_current: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.grid -> grid: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.handle_align -> handle_align: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.handle_auto -> handle_auto: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.handle_free -> handle_free: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.handle_sel_align -> handle_sel_align: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.handle_sel_auto -> handle_sel_auto: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.handle_sel_free -> handle_sel_free: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.handle_sel_vect -> handle_sel_vect: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.handle_vect -> handle_vect: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.handle_vertex -> handle_vertex: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.handle_vertex_select -> handle_vertex_select: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.handle_vertex_size -> handle_vertex_size: int "NO DESCRIPTION" -#+ * ThemeGraphEditor.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.lastsel_point -> lastsel_point: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.list -> list: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.list_text -> list_text: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.list_text_hi -> list_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.list_title -> list_title: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.panel -> panel: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.vertex -> vertex: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.vertex_select -> vertex_select: float[3] "NO DESCRIPTION" -#+ * ThemeGraphEditor.vertex_size -> vertex_size: int "NO DESCRIPTION" -#+ * ThemeGraphEditor.window_sliders -> window_sliders: float[3] "NO DESCRIPTION" -#+ * ThemeImageEditor.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeImageEditor.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeImageEditor.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeImageEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeImageEditor.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeImageEditor.editmesh_active -> editmesh_active: float[4] "NO DESCRIPTION" -#+ * ThemeImageEditor.face -> face: float[4] "NO DESCRIPTION" -#+ * ThemeImageEditor.face_dot -> face_dot: float[3] "NO DESCRIPTION" -#+ * ThemeImageEditor.face_select -> face_select: float[4] "NO DESCRIPTION" -#+ * ThemeImageEditor.facedot_size -> facedot_size: int "NO DESCRIPTION" -#+ * ThemeImageEditor.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeImageEditor.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeImageEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeImageEditor.scope_back -> scope_back: float[4] "NO DESCRIPTION" -#+ * ThemeImageEditor.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeImageEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeImageEditor.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeImageEditor.vertex -> vertex: float[3] "NO DESCRIPTION" -#+ * ThemeImageEditor.vertex_select -> vertex_select: float[3] "NO DESCRIPTION" -#+ * ThemeImageEditor.vertex_size -> vertex_size: int "NO DESCRIPTION" -#+ * ThemeInfo.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeInfo.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeInfo.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeInfo.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeInfo.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeInfo.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeInfo.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeInfo.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeInfo.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeInfo.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeInfo.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeLogicEditor.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeLogicEditor.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeLogicEditor.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeLogicEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeLogicEditor.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeLogicEditor.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeLogicEditor.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeLogicEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeLogicEditor.panel -> panel: float[3] "NO DESCRIPTION" -#+ * ThemeLogicEditor.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeLogicEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeLogicEditor.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.bars -> bars: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.bars_selected -> bars_selected: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.frame_current -> frame_current: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.grid -> grid: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.list -> list: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.list_text -> list_text: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.list_text_hi -> list_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.list_title -> list_title: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.strips -> strips: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.strips_selected -> strips_selected: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeNLAEditor.view_sliders -> view_sliders: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.converter_node -> converter_node: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.group_node -> group_node: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.in_out_node -> in_out_node: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.list -> list: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.list_text -> list_text: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.list_text_hi -> list_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.list_title -> list_title: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.node_backdrop -> node_backdrop: float[4] "NO DESCRIPTION" -#+ * ThemeNodeEditor.operator_node -> operator_node: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.selected_text -> selected_text: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.title -> title: float[3] "NO DESCRIPTION" -#ThemeNodeEditor.wire -> wire: float[3] "NO DESCRIPTION" -#+ * ThemeNodeEditor.wire_select -> wire_select: float[3] "NO DESCRIPTION" -#+ * ThemeOutliner.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeOutliner.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeOutliner.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeOutliner.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeOutliner.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeOutliner.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeOutliner.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeOutliner.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeOutliner.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeOutliner.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeOutliner.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeProperties.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeProperties.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeProperties.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeProperties.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeProperties.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeProperties.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeProperties.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeProperties.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeProperties.panel -> panel: float[3] "NO DESCRIPTION" -#+ * ThemeProperties.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeProperties.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeProperties.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.audio_strip -> audio_strip: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.draw_action -> draw_action: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.effect_strip -> effect_strip: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.frame_current -> frame_current: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.grid -> grid: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.image_strip -> image_strip: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.keyframe -> keyframe: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.meta_strip -> meta_strip: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.movie_strip -> movie_strip: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.plugin_strip -> plugin_strip: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.scene_strip -> scene_strip: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.transition_strip -> transition_strip: float[3] "NO DESCRIPTION" -#+ * ThemeSequenceEditor.window_sliders -> window_sliders: float[3] "NO DESCRIPTION" -#ThemeStyle.group_label -> group_label: pointer, "(read-only)" -#ThemeStyle.panel_title -> panel_title: pointer, "(read-only)" -#+ * ThemeStyle.panelzoom -> panelzoom: float "Default zoom level for panel areas" -#+ * ThemeStyle.widget -> widget: pointer, "(read-only)" -#ThemeStyle.widget_label -> widget_label: pointer, "(read-only)" -#+ * ThemeTextEditor.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.cursor -> cursor: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.line_numbers_background -> line_numbers_background: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.scroll_bar -> scroll_bar: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.selected_text -> selected_text: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.syntax_builtin -> syntax_builtin: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.syntax_comment -> syntax_comment: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.syntax_numbers -> syntax_numbers: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.syntax_special -> syntax_special: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.syntax_string -> syntax_string: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeTextEditor.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeTimeline.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeTimeline.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeTimeline.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeTimeline.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeTimeline.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeTimeline.frame_current -> frame_current: float[3] "NO DESCRIPTION" -#+ * ThemeTimeline.grid -> grid: float[3] "NO DESCRIPTION" -#+ * ThemeTimeline.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeTimeline.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeTimeline.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeTimeline.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeTimeline.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeTimeline.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeUserInterface.icon_file -> icon_file: string "NO DESCRIPTION" -#+ * ThemeUserInterface.wcol_box -> wcol_box: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_list_item -> wcol_list_item: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_menu -> wcol_menu: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_menu_back -> wcol_menu_back: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_menu_item -> wcol_menu_item: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_num -> wcol_num: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_numslider -> wcol_numslider: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_option -> wcol_option: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_progress -> wcol_progress: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_pulldown -> wcol_pulldown: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_radio -> wcol_radio: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_regular -> wcol_regular: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_scroll -> wcol_scroll: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_state -> wcol_state: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_text -> wcol_text: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_toggle -> wcol_toggle: pointer, "(read-only)" -#+ * ThemeUserInterface.wcol_tool -> wcol_tool: pointer, "(read-only)" -#+ * ThemeUserPreferences.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeUserPreferences.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeUserPreferences.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeUserPreferences.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeUserPreferences.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeUserPreferences.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeUserPreferences.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeUserPreferences.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeUserPreferences.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeUserPreferences.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeUserPreferences.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.act_spline -> act_spline: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.back -> back: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.bone_pose -> bone_pose: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.bone_solid -> bone_solid: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.button -> button: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.button_text -> button_text: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.button_title -> button_title: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.edge_crease -> edge_crease: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.edge_facesel -> edge_facesel: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.edge_seam -> edge_seam: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.edge_select -> edge_select: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.edge_sharp -> edge_sharp: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.editmesh_active -> editmesh_active: float[4] "NO DESCRIPTION" -#+ * ThemeView3D.face -> face: float[4] "NO DESCRIPTION" -#+ * ThemeView3D.face_dot -> face_dot: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.face_select -> face_select: float[4] "NO DESCRIPTION" -#+ * ThemeView3D.facedot_size -> facedot_size: int "NO DESCRIPTION" -#+ * ThemeView3D.frame_current -> frame_current: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.grid -> grid: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.handle_align -> handle_align: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.handle_auto -> handle_auto: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.handle_free -> handle_free: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.handle_sel_align -> handle_sel_align: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.handle_sel_auto -> handle_sel_auto: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.handle_sel_free -> handle_sel_free: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.handle_sel_vect -> handle_sel_vect: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.handle_vect -> handle_vect: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.header -> header: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.header_text -> header_text: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.lamp -> lamp: float[4] "NO DESCRIPTION" -#+ * ThemeView3D.lastsel_point -> lastsel_point: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.normal -> normal: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.nurb_sel_uline -> nurb_sel_uline: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.nurb_sel_vline -> nurb_sel_vline: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.nurb_uline -> nurb_uline: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.nurb_vline -> nurb_vline: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.object_active -> object_active: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.object_grouped -> object_grouped: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.object_grouped_active -> object_grouped_active: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.object_selected -> object_selected: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.panel -> panel: float[4] "NO DESCRIPTION" -#+ * ThemeView3D.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.text_hi -> text_hi: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.title -> title: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.transform -> transform: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.vertex -> vertex: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.vertex_normal -> vertex_normal: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.vertex_select -> vertex_select: float[3] "NO DESCRIPTION" -#+ * ThemeView3D.vertex_size -> vertex_size: int "NO DESCRIPTION" -#+ * ThemeView3D.wire -> wire: float[3] "NO DESCRIPTION" -#+ * ThemeWidgetColors.inner -> inner: float[4] "NO DESCRIPTION" -#+ * ThemeWidgetColors.inner_sel -> inner_sel: float[4] "NO DESCRIPTION" -#+ * ThemeWidgetColors.item -> item: float[4] "NO DESCRIPTION" -#+ * ThemeWidgetColors.outline -> outline: float[3] "NO DESCRIPTION" -#+ * ThemeWidgetColors.shadedown -> shadedown: int "NO DESCRIPTION" -#+ * ThemeWidgetColors.shadetop -> shadetop: int "NO DESCRIPTION" -#ThemeWidgetColors.show_shaded -> show_shaded: boolean "NO DESCRIPTION" -#+ * ThemeWidgetColors.text -> text: float[3] "NO DESCRIPTION" -#+ * ThemeWidgetColors.text_sel -> text_sel: float[3] "NO DESCRIPTION" -#+ * ThemeWidgetStateColors.blend -> blend: float "NO DESCRIPTION" -#+ * ThemeWidgetStateColors.inner_anim -> inner_anim: float[3] "NO DESCRIPTION" -#+ * ThemeWidgetStateColors.inner_anim_sel -> inner_anim_sel: float[3] "NO DESCRIPTION" -#+ * ThemeWidgetStateColors.inner_driven -> inner_driven: float[3] "NO DESCRIPTION" -#+ * ThemeWidgetStateColors.inner_driven_sel -> inner_driven_sel: float[3] "NO DESCRIPTION" -#+ * ThemeWidgetStateColors.inner_key -> inner_key: float[3] "NO DESCRIPTION" -#+ * ThemeWidgetStateColors.inner_key_sel -> inner_key_sel: float[3] "NO DESCRIPTION" -#+ * TimelineMarker.camera -> camera: pointer "Camera this timeline sets to active" -#+ * TimelineMarker.frame -> frame: int "The frame on which the timeline marker appears" -#+ * TimelineMarker.name -> name: string "NO DESCRIPTION" -#+ * TimelineMarker.select -> select: boolean "Marker selection state" -#ToolSettings.auto_keying_mode -> auto_keying_mode: enum "Mode of automatic keyframe insertion for Objects and Bones" -#+ * ToolSettings.edge_path_mode -> edge_path_mode: enum "The edge flag to tag when selecting the shortest path" -#+ * ToolSettings.etch_adaptive_limit -> etch_adaptive_limit: float "Number of bones in the subdivided stroke" -#+ * ToolSettings.etch_convert_mode -> etch_convert_mode: enum "Method used to convert stroke to bones" -#+ * ToolSettings.etch_length_limit -> etch_length_limit: float "Number of bones in the subdivided stroke" -#+ * ToolSettings.etch_number -> etch_number: string "DOC BROKEN" -#+ * ToolSettings.etch_roll_mode -> etch_roll_mode: enum "Method used to adjust the roll of bones when retargeting" -#+ * ToolSettings.etch_side -> etch_side: string "DOC BROKEN" -#+ * ToolSettings.etch_subdivision_number -> etch_subdivision_number: int "Number of bones in the subdivided stroke" -#+ * ToolSettings.etch_template -> etch_template: pointer "Template armature that will be retargeted to the stroke" -#+ * ToolSettings.image_paint -> image_paint: pointer, "(read-only)" -#ToolSettings.mesh_select_mode -> mesh_select_mode: boolean[3] "Which mesh elements selection works on" -#+ * ToolSettings.normal_size -> normal_size: float "Display size for normals in the 3D view" -#+ * ToolSettings.particle_edit -> particle_edit: pointer, "(read-only)" -#ToolSettings.proportional_edit -> proportional_edit: enum "Proportional editing mode" -#ToolSettings.proportional_edit_falloff -> proportional_edit_falloff: enum "Falloff type for proportional editing mode" -#+ * ToolSettings.sculpt -> sculpt: pointer, "(read-only)" -#+ * ToolSettings.sculpt_paint_use_unified_size -> sculpt_paint_use_unified_size: boolean "Instead of per brush radius, the radius is shared across brushes" -#+ * ToolSettings.sculpt_paint_use_unified_strength -> sculpt_paint_use_unified_strength: boolean "Instead of per brush strength, the strength is shared across brushes" -#ToolSettings.show_uv_local_view -> show_uv_local_view: boolean "Draw only faces with the currently displayed image assigned" -#+ * ToolSettings.snap_element -> snap_element: enum "Type of element to snap to" -#+ * ToolSettings.snap_target -> snap_target: enum "Which part to snap onto the target" -#ToolSettings.use_auto_normalize -> use_auto_normalize: boolean "Ensure all bone-deforming vertex groups add up to 1.0 while weight painting" -#ToolSettings.use_bone_sketching -> use_bone_sketching: boolean "DOC BROKEN" -#ToolSettings.use_etch_autoname -> use_etch_autoname: boolean "DOC BROKEN" -#ToolSettings.use_etch_overdraw -> use_etch_overdraw: boolean "DOC BROKEN" -#ToolSettings.use_etch_quick -> use_etch_quick: boolean "DOC BROKEN" -#ToolSettings.use_keyframe_insert_auto -> use_keyframe_insert_auto: boolean "Automatic keyframe insertion for Objects and Bones" -#ToolSettings.use_mesh_automerge -> use_mesh_automerge: boolean "Automatically merge vertices moved to the same location" -#ToolSettings.use_proportional_edit_objects -> use_proportional_edit_objects: boolean "Proportional editing object mode" -#ToolSettings.use_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.use_snap -> use_snap: boolean "Snap during transform" -#ToolSettings.use_snap_align_rotation -> use_snap_align_rotation: boolean "Align rotation with the snapping target" -#ToolSettings.use_snap_peel_object -> use_snap_peel_object: boolean "Consider objects as whole when finding volume center" -#ToolSettings.use_snap_project -> use_snap_project: boolean "Project vertices on the surface of other objects" -#ToolSettings.use_uv_select_sync -> use_uv_select_sync: boolean "Keep UV and edit mode mesh selection in sync" -#ToolSettings.uv_select_mode -> uv_select_mode: enum "UV selection and display mode" -#+ * ToolSettings.vertex_group_weight -> vertex_group_weight: float "Weight to assign in vertex groups" -#+ * ToolSettings.vertex_paint -> vertex_paint: pointer, "(read-only)" -#+ * ToolSettings.weight_paint -> weight_paint: pointer, "(read-only)" -#+ * TransformOrientation.matrix -> matrix: float[9] "NO DESCRIPTION" -#+ * TransformOrientation.name -> name: string "NO DESCRIPTION" -#+ * UILayout.alignment -> alignment: enum "NO DESCRIPTION" -#+ * UILayout.operator_context -> operator_context: enum "NO DESCRIPTION" -#+ * UILayout.scale_x -> scale_x: float "Scale factor along the X for items in this (sub)layout." -#+ * UILayout.scale_y -> scale_y: float "Scale factor along the Y for items in this (sub)layout." - + * UILayout.active -> show_active: boolean "NO DESCRIPTION" - + * UILayout.enabled -> show_enabled: boolean "When false, this (sub)layout is greyed out." -#+ * UVProjector.object -> object: pointer "Object to use as projector transform" -#UVTextures.active -> active: pointer "Active UV texture" -#+ * UnitSettings.rotation_units -> rotation_units: enum "Unit to use for displaying/editing rotation values" -#+ * UnitSettings.scale_length -> scale_length: float "Scale to use when converting between blender units and dimensions" -#+ * UnitSettings.system -> system: enum "The unit system to use for button display" -#+ * UnitSettings.use_separate -> use_separate: boolean "Display units in pairs" -#+ * UserPreferences.active_section -> active_section: enum "Active section of the user preferences shown in the user interface" -#+ * UserPreferences.addons -> addons: collection, "(read-only)" -#+ * UserPreferences.edit -> edit: pointer, "(read-only) Settings for interacting with Blender data" -#+ * UserPreferences.filepaths -> filepaths: pointer, "(read-only) Default paths for external files" -#+ * UserPreferences.inputs -> inputs: pointer, "(read-only) Settings for input devices" -#+ * UserPreferences.system -> system: pointer, "(read-only) Graphics driver and operating system settings" -#+ * UserPreferences.themes -> themes: collection, "(read-only)" -#UserPreferences.ui_styles -> ui_styles: collection, "(read-only)" -#+ * UserPreferences.view -> view: pointer, "(read-only) Preferences related to viewing data" -#+ * UserPreferencesEdit.auto_keying_mode -> auto_keying_mode: enum "Mode of automatic keyframe insertion for Objects and Bones" -#+ * UserPreferencesEdit.grease_pencil_eraser_radius -> grease_pencil_eraser_radius: int "Radius of eraser brush" -#+ * UserPreferencesEdit.grease_pencil_euclidean_distance -> grease_pencil_euclidean_distance: int "Distance moved by mouse when drawing stroke (in pixels) to include" -#+ * UserPreferencesEdit.grease_pencil_manhattan_distance -> grease_pencil_manhattan_distance: int "Pixels moved by mouse per axis when drawing stroke" -#+ * UserPreferencesEdit.keyframe_new_handle_type -> keyframe_new_handle_type: enum "NO DESCRIPTION" -#+ * UserPreferencesEdit.keyframe_new_interpolation_type -> keyframe_new_interpolation_type: enum "NO DESCRIPTION" -#+ * UserPreferencesEdit.material_link -> material_link: enum "Toggle whether the material is linked to object data or the object block" -#+ * UserPreferencesEdit.object_align -> object_align: enum "When adding objects from a 3D View menu, either align them to that views direction or the world coordinates" -#UserPreferencesEdit.sculpt_paint_overlay_color -> sculpt_paint_overlay_color: float[3] "Color of texture overlay" -#+ * UserPreferencesEdit.undo_memory_limit -> undo_memory_limit: int "Maximum memory usage in megabytes (0 means unlimited)" -#+ * UserPreferencesEdit.undo_steps -> undo_steps: int "Number of undo steps available (smaller values conserve memory)" -#+ * UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean "Automatic keyframe insertion for Objects and Bones" -#UserPreferencesEdit.use_drag_immediately -> use_drag_immediately: boolean "Moving things with a mouse drag confirms when releasing the button" -#UserPreferencesEdit.use_duplicate_action -> use_duplicate_action: boolean "Causes actions to be duplicated with the object" -#UserPreferencesEdit.use_duplicate_armature -> use_duplicate_armature: boolean "Causes armature data to be duplicated with the object" -#UserPreferencesEdit.use_duplicate_curve -> use_duplicate_curve: boolean "Causes curve data to be duplicated with the object" -#UserPreferencesEdit.use_duplicate_fcurve -> use_duplicate_fcurve: boolean "Causes F-curve data to be duplicated with the object" -#UserPreferencesEdit.use_duplicate_lamp -> use_duplicate_lamp: boolean "Causes lamp data to be duplicated with the object" -#UserPreferencesEdit.use_duplicate_material -> use_duplicate_material: boolean "Causes material data to be duplicated with the object" -#UserPreferencesEdit.use_duplicate_mesh -> use_duplicate_mesh: boolean "Causes mesh data to be duplicated with the object" -#UserPreferencesEdit.use_duplicate_metaball -> use_duplicate_metaball: boolean "Causes metaball data to be duplicated with the object" -#UserPreferencesEdit.use_duplicate_particle -> use_duplicate_particle: boolean "Causes particle systems to be duplicated with the object" -#UserPreferencesEdit.use_duplicate_surface -> use_duplicate_surface: boolean "Causes surface data to be duplicated with the object" -#UserPreferencesEdit.use_duplicate_text -> use_duplicate_text: boolean "Causes text data to be duplicated with the object" -#UserPreferencesEdit.use_duplicate_texture -> use_duplicate_texture: boolean "Causes texture data to be duplicated with the object" -#UserPreferencesEdit.use_enter_edit_mode -> use_enter_edit_mode: boolean "Enter Edit Mode automatically after adding a new object" -#UserPreferencesEdit.use_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.use_grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke: boolean "Simplify the final stroke" -#UserPreferencesEdit.use_grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke: boolean "Smooth the final stroke" -#UserPreferencesEdit.use_insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean "Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis" -#UserPreferencesEdit.use_keyframe_insert_available -> use_keyframe_insert_available: boolean "Automatic keyframe insertion in available curves" -#UserPreferencesEdit.use_keyframe_insert_keyingset -> use_keyframe_insert_keyingset: boolean "Automatic keyframe insertion using active Keying Set" -#UserPreferencesEdit.use_keyframe_insert_needed -> use_keyframe_insert_needed: boolean "Keyframe insertion only when keyframe needed" -#+ * UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean "Current frame number can be manually set to a negative value" -#+ * UserPreferencesEdit.use_visual_keying -> use_visual_keying: boolean "Use Visual keying automatically for constrained objects" -#+ * UserPreferencesFilePaths.animation_player -> animation_player: string "Path to a custom animation/frame sequence player" -#+ * UserPreferencesFilePaths.animation_player_preset -> animation_player_preset: enum "Preset configs for external animation players" -#+ * UserPreferencesFilePaths.auto_save_time -> auto_save_time: int "The time (in minutes) to wait between automatic temporary saves" -#UserPreferencesFilePaths.font_directory -> font_directory: string "The default directory to search for loading fonts" -#+ * UserPreferencesFilePaths.image_editor -> image_editor: string "Path to an image editor" -#+ * UserPreferencesFilePaths.recent_files -> recent_files: int "Maximum number of recently opened files to remember" -#+ * UserPreferencesFilePaths.render_output_directory -> render_output_directory: string "The default directory for rendering output" -#+ * UserPreferencesFilePaths.save_version -> save_version: int "The number of old versions to maintain in the current directory, when manually saving" -#UserPreferencesFilePaths.script_directory -> script_directory: string "The default directory to search for Python scripts (resets python module search path: sys.path)" -#+ * UserPreferencesFilePaths.sequence_plugin_directory -> sequence_plugin_directory: string "The default directory to search for sequence plugins" -#UserPreferencesFilePaths.show_hidden_files_datablocks -> show_hidden_files_datablocks: boolean "Hide files/datablocks that start with a dot(.*)" -#UserPreferencesFilePaths.sound_directory -> sound_directory: string "The default directory to search for sounds" -#+ * UserPreferencesFilePaths.temporary_directory -> temporary_directory: string "The directory for storing temporary save files" -#UserPreferencesFilePaths.texture_directory -> texture_directory: string "The default directory to search for textures" -#+ * UserPreferencesFilePaths.texture_plugin_directory -> texture_plugin_directory: string "The default directory to search for texture plugins" -#UserPreferencesFilePaths.use_auto_save_temporary_files -> use_auto_save_temporary_files: boolean "Automatic saving of temporary files" -#UserPreferencesFilePaths.use_file_compression -> use_file_compression: boolean "Enable file compression when saving .blend files" -#UserPreferencesFilePaths.use_filter_files -> use_filter_files: boolean "Display only files with extensions in the image select window" -#UserPreferencesFilePaths.use_load_ui -> use_load_ui: boolean "Load user interface setup when loading .blend files" -#+ * UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean "Default relative path option for the file selector" -#UserPreferencesFilePaths.use_save_preview_images -> use_save_preview_images: boolean "Enables automatic saving of preview images in the .blend file" -#+ * UserPreferencesInput.edited_keymaps -> edited_keymaps: collection, "(read-only)" -#UserPreferencesInput.invert_mouse_wheel_zoom -> invert_mouse_wheel_zoom: boolean "Invert the axis of mouse movement for zooming" -#UserPreferencesInput.invert_zoom_wheel -> invert_zoom_wheel: boolean "Swap the Mouse Wheel zoom direction" -#UserPreferencesInput.mouse_double_click_time -> mouse_double_click_time: int "The time (in ms) for a double click" -#+ * UserPreferencesInput.ndof_pan_speed -> ndof_pan_speed: int "The overall panning speed of an NDOF device, as percent of standard" -#+ * UserPreferencesInput.ndof_rotate_speed -> ndof_rotate_speed: int "The overall rotation speed of an NDOF device, as percent of standard" -#+ * UserPreferencesInput.select_mouse -> select_mouse: enum "The mouse button used for selection" -#UserPreferencesInput.use_emulate_numpad -> use_emulate_numpad: boolean "Causes the 1 to 0 keys to act as the numpad (useful for laptops)" -#UserPreferencesInput.use_mouse_continuous -> use_mouse_continuous: boolean "Allow moving the mouse outside the view on some manipulations (transform, ui control drag)" -#UserPreferencesInput.use_mouse_emulate_3_button -> use_mouse_emulate_3_button: boolean "Emulates Middle Mouse with Alt+LeftMouse (doesnt work with Left Mouse Select option)" -#UserPreferencesInput.use_mouse_mmb_paste -> use_mouse_mmb_paste: boolean "In text window, paste with middle mouse button instead of panning" -#UserPreferencesInput.view_rotate_method -> view_rotate_method: enum "Rotation style in the viewport" -#UserPreferencesInput.view_zoom_axis -> view_zoom_axis: enum "Axis of mouse movement to zoom in or out on" -#UserPreferencesInput.view_zoom_method -> view_zoom_method: enum "Which style to use for viewport scaling" -#+ * UserPreferencesInput.wheel_scroll_lines -> wheel_scroll_lines: int "The number of lines scrolled at a time with the mouse wheel" -#+ * UserPreferencesSystem.audio_channels -> audio_channels: enum "Sets the audio channel count" -#+ * UserPreferencesSystem.audio_device -> audio_device: enum "Sets the audio output device" -#+ * UserPreferencesSystem.audio_mixing_buffer -> audio_mixing_buffer: enum "Sets the number of samples used by the audio mixing buffer" -#+ * UserPreferencesSystem.audio_sample_format -> audio_sample_format: enum "Sets the audio sample format" -#+ * UserPreferencesSystem.audio_sample_rate -> audio_sample_rate: enum "Sets the audio sample rate" -#+ * UserPreferencesSystem.color_picker_type -> color_picker_type: enum "Different styles of displaying the color picker widget" -#+ * UserPreferencesSystem.dpi -> dpi: int "Font size and resolution for display" -#+ * UserPreferencesSystem.frame_server_port -> frame_server_port: int "Frameserver Port for Frameserver Rendering" -#UserPreferencesSystem.gl_clip_alpha -> gl_clip_alpha: float "Clip alpha below this threshold in the 3D textured view" -#+ * UserPreferencesSystem.gl_texture_limit -> gl_texture_limit: enum "Limit the texture size to save graphics memory" -#+ * UserPreferencesSystem.language -> language: enum "Language use for translation" -#+ * UserPreferencesSystem.memory_cache_limit -> memory_cache_limit: int "Memory cache limit in sequencer (megabytes)" -#+ * UserPreferencesSystem.prefetch_frames -> prefetch_frames: int "Number of frames to render ahead during playback" -#+ * UserPreferencesSystem.screencast_fps -> screencast_fps: int "Frame rate for the screencast to be played back" -#+ * UserPreferencesSystem.screencast_wait_time -> screencast_wait_time: int "Time in milliseconds between each frame recorded for screencast" -#+ * UserPreferencesSystem.scrollback -> scrollback: int "Maximum number of lines to store for the console buffer" -#+ * UserPreferencesSystem.solid_lights -> solid_lights: collection, "(read-only) Lights user to display objects in solid draw mode" -#+ * UserPreferencesSystem.texture_collection_rate -> texture_collection_rate: int "Number of seconds between each run of the GL texture garbage collector" -#+ * UserPreferencesSystem.texture_time_out -> texture_time_out: int "Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep textures allocated.)" -#+ * UserPreferencesSystem.use_antialiasing -> use_antialiasing: boolean "Use anti-aliasing for the 3D view (may impact redraw performance)" -#UserPreferencesSystem.use_international_fonts -> use_international_fonts: boolean "Use international fonts" -#+ * UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean "Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)" -#UserPreferencesSystem.use_preview_images -> use_preview_images: boolean "Enables automatic saving of preview images in the .blend file (Windows only)" -#UserPreferencesSystem.use_scripts_auto_execute -> use_scripts_auto_execute: boolean "Allow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)" -#UserPreferencesSystem.use_tabs_as_spaces -> use_tabs_as_spaces: boolean "Automatically converts all new tabs into spaces for new and loaded text files" -#+ * UserPreferencesSystem.use_textured_fonts -> use_textured_fonts: boolean "Use textures for drawing international fonts" -#UserPreferencesSystem.use_translate_buttons -> use_translate_buttons: boolean "Translate button labels" -#UserPreferencesSystem.use_translate_toolbox -> use_translate_toolbox: boolean "Translate toolbox menu" -#UserPreferencesSystem.use_translate_tooltips -> use_translate_tooltips: boolean "Translate Tooltips" -#UserPreferencesSystem.use_vertex_buffer_objects -> use_vertex_buffer_objects: boolean "Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering" -#+ * UserPreferencesSystem.use_weight_color_range -> use_weight_color_range: boolean "Enable color range used for weight visualization in weight painting mode" -#+ * UserPreferencesSystem.weight_color_range -> weight_color_range: pointer, "(read-only) Color range used for weight visualization in weight painting mode" -#+ * UserPreferencesSystem.window_draw_method -> window_draw_method: enum "Drawing method used by the window manager" -#+ * UserPreferencesView.manipulator_handle_size -> manipulator_handle_size: int "Size of widget handles as percentage of widget radius" -#+ * UserPreferencesView.manipulator_hotspot -> manipulator_hotspot: int "Hotspot in pixels for clicking widget handles" -#+ * UserPreferencesView.manipulator_size -> manipulator_size: int "Diameter of widget, in 10 pixel units" -#+ * UserPreferencesView.mini_axis_brightness -> mini_axis_brightness: int "The brightness of the icon" -#+ * UserPreferencesView.mini_axis_size -> mini_axis_size: int "The axis icons size" -#+ * UserPreferencesView.object_origin_size -> object_origin_size: int "Diameter in Pixels for Object/Lamp origin display" -#+ * UserPreferencesView.open_left_mouse_delay -> open_left_mouse_delay: int "Time in 1/10 seconds to hold the Left Mouse Button before opening the toolbox" -#+ * UserPreferencesView.open_right_mouse_delay -> open_right_mouse_delay: int "Time in 1/10 seconds to hold the Right Mouse Button before opening the toolbox" -#+ * UserPreferencesView.open_sublevel_delay -> open_sublevel_delay: int "Time delay in 1/10 seconds before automatically opening sub level menus" -#+ * UserPreferencesView.open_toplevel_delay -> open_toplevel_delay: int "Time delay in 1/10 seconds before automatically opening top level menus" -#+ * UserPreferencesView.rotation_angle -> rotation_angle: int "The rotation step for numerical pad keys (2 4 6 8)" -#UserPreferencesView.show_column_layout -> show_column_layout: boolean "Use a column layout for toolbox" -#UserPreferencesView.show_large_cursors -> show_large_cursors: boolean "Use large mouse cursors when available" -#UserPreferencesView.show_manipulator -> show_manipulator: boolean "Use 3D transform manipulator" -#+ * UserPreferencesView.show_mini_axis -> show_mini_axis: boolean "Show a small rotating 3D axis in the bottom left corner of the 3D View" -#UserPreferencesView.show_object_info -> show_object_info: boolean "Display objects name and frame number in 3D view" -#+ * UserPreferencesView.show_playback_fps -> show_playback_fps: boolean "Show the frames per second screen refresh rate, while animation is played back" -#+ * UserPreferencesView.show_splash -> show_splash: boolean "Display splash screen on startup" -#UserPreferencesView.show_tooltips -> show_tooltips: boolean "Display tooltips" -#+ * UserPreferencesView.show_view_name -> show_view_name: boolean "Show the name of the views direction in each 3D View" -#+ * UserPreferencesView.smooth_view -> smooth_view: int "The time to animate the view in milliseconds, zero to disable" -#+ * UserPreferencesView.timecode_style -> timecode_style: enum "Format of Time Codes displayed when not displaying timing in terms of frames" -#UserPreferencesView.use_auto_perspective -> use_auto_perspective: boolean "Automatically switch between orthographic and perspective when changing from top/front/side views" -#UserPreferencesView.use_directional_menus -> use_directional_menus: boolean "Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction" -#UserPreferencesView.use_global_pivot -> use_global_pivot: boolean "Lock the same rotation/scaling pivot in all 3D Views" -#UserPreferencesView.use_global_scene -> use_global_scene: boolean "Forces the current Scene to be displayed in all Screens" -#UserPreferencesView.use_mouse_auto_depth -> use_mouse_auto_depth: boolean "Use the depth under the mouse to improve view pan/rotate/zoom functionality" -#UserPreferencesView.use_mouse_over_open -> use_mouse_over_open: boolean "Open menu buttons and pulldowns automatically when the mouse is hovering" -#UserPreferencesView.use_rotate_around_active -> use_rotate_around_active: boolean "Use selection as the pivot point" -#UserPreferencesView.use_zoom_to_mouse -> use_zoom_to_mouse: boolean "Zoom in towards the mouse pointers position in the 3D view, rather than the 2D window center" -#UserPreferencesView.view2d_grid_spacing_min -> view2d_grid_spacing_min: int "Minimum number of pixels between each gridline in 2D Viewports" -#+ * UserSolidLight.diffuse_color -> diffuse_color: float[3] "The diffuse color of the OpenGL light" -#+ * UserSolidLight.direction -> direction: float[3] "The direction that the OpenGL light is shining" -#+ * UserSolidLight.specular_color -> specular_color: float[3] "The color of the lights specular highlight" -#+ * UserSolidLight.use -> use: boolean "Enable this OpenGL light in solid draw mode" -#+ * ValueNodeSocket.default_value -> default_value: float[1] "Default value of the socket when no link is attached" -#+ * ValueNodeSocket.name -> name: string, "(read-only) Socket name" -#+ * VectorNodeSocket.default_value -> default_value: float[3] "Default value of the socket when no link is attached" -#+ * VectorNodeSocket.name -> name: string, "(read-only) Socket name" -#VertexColors.active -> active: pointer "Active vertex color layer" -#+ * VertexGroup.index -> index: int, "(read-only) Index number of the vertex group" -#+ * VertexGroup.name -> name: string "Vertex group name" -#+ * VertexGroupElement.group -> group: int, "(read-only)" -#+ * VertexGroupElement.weight -> weight: float "Vertex Weight" -#+ * VoxelData.domain_object -> domain_object: pointer "Object used as the smoke simulation domain" -#+ * VoxelData.extension -> extension: enum "Sets how the texture is extrapolated past its original bounds" -#+ * VoxelData.file_format -> file_format: enum "Format of the source data set to render" -#VoxelData.filepath -> filepath: string "The external source data file to use" -#+ * VoxelData.intensity -> intensity: float "Multiplier for intensity values" -#+ * VoxelData.interpolation -> interpolation: enum "Method to interpolate/smooth values between voxel cells" -#+ * VoxelData.resolution -> resolution: int[3] "Resolution of the voxel grid" -#+ * VoxelData.smoke_data_type -> smoke_data_type: enum "Simulation value to be used as a texture" -#VoxelData.still_frame -> still_frame: int "The frame number to always use" -#VoxelData.use_still_frame -> use_still_frame: boolean "Always render a still frame from the voxel data sequence" -#+ * Window.screen -> screen: pointer "Active screen showing in the window" -#+ * WorldLighting.adapt_to_speed -> adapt_to_speed: float "Use the speed vector pass to reduce AO samples in fast moving pixels. Higher values result in more aggressive sample reduction. Requires Vec pass enabled (for Raytrace Adaptive QMC)" -#WorldLighting.ao_blend_type -> ao_blend_type: enum "Defines how AO mixes with material shading" -#+ * WorldLighting.ao_factor -> ao_factor: float "Factor for ambient occlusion blending" -#+ * WorldLighting.bias -> bias: float "Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered)" -#+ * WorldLighting.correction -> correction: float "Ad-hoc correction for over-occlusion due to the approximation (for Approximate)" -#+ * WorldLighting.distance -> distance: float "Length of rays, defines how far away other faces give occlusion effect" -#+ * WorldLighting.environment_color -> environment_color: enum "Defines where the color of the environment light comes from" -#+ * WorldLighting.environment_energy -> environment_energy: float "Defines the strength of environment light" -#WorldLighting.error_threshold -> error_threshold: float "Low values are slower and higher quality (for Approximate)" -#+ * WorldLighting.falloff_strength -> falloff_strength: float "Distance attenuation factor, the higher, the shorter the shadows" -#+ * WorldLighting.gather_method -> gather_method: enum "NO DESCRIPTION" -#+ * WorldLighting.indirect_bounces -> indirect_bounces: int "Number of indirect diffuse light bounces to use for approximate ambient occlusion" -#+ * WorldLighting.indirect_factor -> indirect_factor: float "Factor for how much surrounding objects contribute to light" -#+ * WorldLighting.passes -> passes: int "Number of preprocessing passes to reduce overocclusion (for approximate ambient occlusion)" -#+ * WorldLighting.sample_method -> sample_method: enum "Method for generating shadow samples (for Raytrace)" -#+ * WorldLighting.samples -> samples: int "Amount of ray samples. Higher values give smoother results and longer rendering times" -#+ * WorldLighting.threshold -> threshold: float "Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC)" -#+ * WorldLighting.use_ambient_occlusion -> use_ambient_occlusion: boolean "Use Ambient Occlusion to add shadowing based on distance between objects" -#WorldLighting.use_cache -> use_cache: boolean "Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)" -#WorldLighting.use_environment_light -> use_environment_light: boolean "Add light coming from the environment" -#WorldLighting.use_falloff -> use_falloff: boolean "NO DESCRIPTION" -#WorldLighting.use_indirect_light -> use_indirect_light: boolean "Add indirect light bouncing of surrounding objects" -#+ * WorldMistSettings.depth -> depth: float "The distance over which the mist effect fades in" -#+ * WorldMistSettings.falloff -> falloff: enum "Type of transition used to fade mist" -#+ * WorldMistSettings.height -> height: float "Control how much mist density decreases with height" -#+ * WorldMistSettings.intensity -> intensity: float "Intensity of the mist effect" -#+ * WorldMistSettings.start -> start: float "Starting distance of the mist, measured from the camera" -#+ * WorldMistSettings.use_mist -> use_mist: boolean "Occlude objects with the environment color as they are further away" -#+ * WorldStarsSettings.average_separation -> average_separation: float "Average distance between any two stars" -#WorldStarsSettings.color_random -> color_random: float "Randomize star colors" -#WorldStarsSettings.distance_min -> 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" -======= # See svn history for example formatting for this file, currently this isnt in use. ->>>>>>> .merge-right.r35190 + diff --git a/source/blender/makesrna/rna_cleanup/rna_update.sh b/source/blender/makesrna/rna_cleanup/rna_update.sh index a35ad6ef6c3..fa4bdb2cad4 100755 --- a/source/blender/makesrna/rna_cleanup/rna_update.sh +++ b/source/blender/makesrna/rna_cleanup/rna_update.sh @@ -1,4 +1,3 @@ -<<<<<<< .working cd ../../../../ ./blender.bin --background --python ./release/scripts/modules/rna_info.py 2> source/blender/makesrna/rna_cleanup/out.txt cd ./source/blender/makesrna/rna_cleanup/ @@ -12,18 +11,4 @@ mv out_work_lost_work.txt rna_properties_lost.txt cat rna_properties.txt | grep -v "^#" > rna_properties_edits.txt ./rna_cleaner.py rna_properties.txt echo "Updated: rna_properties.txt rna_properties_edits.txt rna_properties_lost.txt " -======= -cd ../../../../ -./blender.bin --background --python ./release/scripts/modules/rna_info.py 2> source/blender/makesrna/rna_cleanup/out.txt -cd ./source/blender/makesrna/rna_cleanup/ -./rna_cleaner.py out.txt -./rna_cleaner.py rna_properties.txt -./rna_cleaner_merge.py out_work.py rna_properties_work.py -./rna_cleaner.py out_work_merged.py -./rna_cleaner.py out_work_lost.py -mv out_work_merged_work.txt rna_properties.txt # overwrite -mv out_work_lost_work.txt rna_properties_lost.txt -cat rna_properties.txt | grep -v "^#" > rna_properties_edits.txt -./rna_cleaner.py rna_properties.txt -echo "Updated: rna_properties.txt rna_properties_edits.txt rna_properties_lost.txt " ->>>>>>> .merge-right.r35190 + diff --git a/source/blender/python/generic/mathutils_geometry.c b/source/blender/python/generic/mathutils_geometry.c index fc821f2697a..51b1a9754c9 100644 --- a/source/blender/python/generic/mathutils_geometry.c +++ b/source/blender/python/generic/mathutils_geometry.c @@ -72,7 +72,7 @@ static char M_Geometry_intersect_ray_tri_doc[] = " :type ray: :class:`mathutils.Vector`\n" " :arg orig: Origin\n" " :type orig: :class:`mathutils.Vector`\n" -" :arg clip: Clip by the ray length\n" +" :arg clip: When False, don't restrict the intersection to the area of the triangle, use the infinite plane defined by the triangle.\n" " :type clip: boolean\n" " :return: The point of intersection or None if no intersection is found\n" " :rtype: :class:`mathutils.Vector` or None\n" -- cgit v1.2.3