Revision: 30241 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=30241 Author: blendix Date: 2010-07-12 22:17:23 +0200 (Mon, 12 Jul 2010)
Log Message: ----------- RNA cleanup: first pass over booleans, still 380 marked as TODO. Modified Paths: -------------- trunk/blender/source/blender/makesrna/rna_cleanup/rna_booleans.txt Modified: trunk/blender/source/blender/makesrna/rna_cleanup/rna_booleans.txt =================================================================== --- trunk/blender/source/blender/makesrna/rna_cleanup/rna_booleans.txt 2010-07-12 20:09:20 UTC (rev 30240) +++ trunk/blender/source/blender/makesrna/rna_cleanup/rna_booleans.txt 2010-07-12 20:17:23 UTC (rev 30241) @@ -1,11 +1,11 @@ -ActionActuator.continue_last_frame -> continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time +TODO * ActionActuator.continue_last_frame -> continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time ActionGroup.expanded -> show_expanded: boolean Action Group is expanded ActionGroup.locked -> lock: boolean Action Group is locked ActionGroup.selected -> select: boolean Action Group is selected Actuator.expanded -> show_expanded: boolean Set actuator expanded in the user interface AnimData.nla_enabled -> use_nla: boolean NLA stack is evaluated when evaluating this block AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight: boolean Emphasize position of keyframes on Motion Paths -AnimVizMotionPaths.search_all_action_keyframes -> use_keyframe_action_all: boolean For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower) +AnimVizMotionPaths.search_all_action_keyframes -> show_keyframe_action_all: boolean For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower) AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean Show frame numbers on Motion Paths AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean Show frame numbers of Keyframes on Motion Paths AnimVizOnionSkinning.only_selected -> show_only_selected: boolean For Pose-Mode drawing, only draw ghosts for selected bones @@ -13,35 +13,33 @@ AreaLamp.dither -> use_dither: boolean Use 2x2 dithering for sampling (Constant Jittered sampling) AreaLamp.jitter -> use_jitter: boolean Use noise for sampling (Constant Jittered sampling) AreaLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects -AreaLamp.shadow_layer -> use_only_shadow_layer: boolean Causes only objects on the same layer to cast shadows +AreaLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows AreaLamp.umbra -> use_umbra: boolean Emphasize parts that are fully shadowed (Constant Jittered sampling) Armature.auto_ik -> use_auto_ik: boolean Add temporaral IK constraints while grabbing bones in Pose Mode -Armature.deform_bbone_rest -> use_deform_b_bone_rest: boolean Make B-Bones deform already in Rest Position -Armature.deform_envelope -> use_deform_envelope: boolean Enable Bone Envelopes when defining deform -Armature.deform_quaternion -> use_deform_quaternion: boolean Enable deform rotation with Quaternions -Armature.deform_vertexgroups -> use_deform_vertexgroups: boolean Enable Vertex Groups when defining deform -Armature.delay_deform -> use_deform_delay: boolean Don't deform children when manipulating bones in Pose Mode +TODO * Armature.deform_envelope -> use_deform_envelope: boolean Enable Bone Envelopes when defining deform +TODO * Armature.deform_quaternion -> use_deform_quaternion: boolean Enable deform rotation with Quaternions +TODO * Armature.deform_vertexgroups -> use_deform_vertexgroups: boolean Enable Vertex Groups when defining deform +TODO * Armature.delay_deform -> use_deform_delay: boolean Don't deform children when manipulating bones in Pose Mode Armature.draw_axes -> show_axes: boolean Draw bone axes -Armature.draw_custom_bone_shapes -> show_bone_custom: boolean Draw bones with their custom shapes +Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean Draw bones with their custom shapes Armature.draw_group_colors -> show_group_colors: boolean Draw bone group colors Armature.draw_names -> show_names: boolean Draw bone names -Armature.ghost_only_selected -> show_only_ghost_selected: boolean +TODO * Armature.ghost_only_selected -> show_only_ghost_selected: boolean Armature.layer -> layer: boolean Armature layer visibility -Armature.layer_protection -> layer_protect: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo +Armature.layer_protection -> layer_protected: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo Armature.x_axis_mirror -> use_mirror_x: boolean Apply changes to matching bone on opposite side of X-Axis -ArmatureModifier.b_bone_rest -> use_b_bone_rest: boolean Make B-Bones deform already in rest position -ArmatureModifier.invert -> use_vertex_group_invert: boolean Invert vertex group influence -ArmatureModifier.multi_modifier -> use_multi_modifier: boolean Use same input as previous modifier, and mix results using overall vgroup -ArmatureModifier.quaternion -> use_preserve_volume: boolean Deform rotation interpolation with quaternions -ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean -ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean +ArmatureModifier.invert -> invert_vertex_group: boolean Invert vertex group influence +TODO * ArmatureModifier.multi_modifier -> use_multi_modifier: boolean Use same input as previous modifier, and mix results using overall vgroup +TODO * ArmatureModifier.quaternion -> use_preserve_volume: boolean Deform rotation interpolation with quaternions +TODO * ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean +TODO * ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean ArrayModifier.add_offset_object -> use_object_offset: boolean Add another object's transformation to the total offset ArrayModifier.constant_offset -> use_constant_offset: boolean Add a constant offset -ArrayModifier.merge_adjacent_vertices -> use_merge_vertex: boolean Merge vertices in adjacent duplicates -ArrayModifier.merge_end_vertices -> use_merge_vertex_end: boolean Merge vertices in first and last duplicates +TODO * ArrayModifier.merge_adjacent_vertices -> use_merge_vertex: boolean Merge vertices in adjacent duplicates +TODO * ArrayModifier.merge_end_vertices -> use_merge_vertex_end: boolean Merge vertices in first and last duplicates ArrayModifier.relative_offset -> use_relative_offset: boolean Add an offset relative to the object's bounding box BackgroundImage.show_expanded -> show_expanded: boolean Show the expanded in the user interface -BevelModifier.only_vertices -> use_only_vertex: boolean Bevel verts/corners, not edges +TODO * BevelModifier.only_vertices -> use_only_vertex: boolean Bevel verts/corners, not edges BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status @@ -49,23 +47,23 @@ BoidRule.in_air -> use_in_air: boolean Use rule when boid is flying BoidRule.on_land -> use_on_land: boolean Use rule when boid is on land BoidRuleAvoid.predict -> use_predict: boolean Predict target movement -BoidRuleAvoidCollision.boids -> use_avoid: boolean Avoid collision with other boids -BoidRuleAvoidCollision.deflectors -> use_deflect: boolean Avoid collision with deflector objects +TODO * BoidRuleAvoidCollision.boids -> use_avoid: boolean Avoid collision with other boids +TODO * BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean Avoid collision with deflector objects BoidRuleFollowLeader.line -> use_line: boolean Follow leader in a line BoidRuleGoal.predict -> use_predict: boolean Predict target movement BoidSettings.allow_climb -> use_climb: boolean Allow boids to climb goal objects BoidSettings.allow_flight -> use_flight: boolean Allow boids to move in air BoidSettings.allow_land -> use_land: boolean Allow boids to move on land -Bone.connected -> use_connect: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail -Bone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects -Bone.deform -> use_deform: boolean Bone does not deform any geometry +TODO * Bone.connected -> use_connect: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail +TODO * Bone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects +TODO * Bone.deform -> use_deform: boolean Bone does not deform any geometry Bone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) -Bone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone +TODO * Bone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone Bone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone Bone.layer -> layer: boolean Layers bone exists in -Bone.local_location -> use_local_location: boolean Bone location is set in local space -Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence +TODO * Bone.local_location -> use_local_location: boolean Bone location is set in local space +TODO * Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs