move edits from rna_api_cleanup.txt into rna_booleans.txt which can be parsed.

This commit is contained in:
Campbell Barton
2010-06-29 21:23:28 +00:00
parent e7d78649cb
commit c0bb3303f4
2 changed files with 181 additions and 1886 deletions

View File

@@ -1,1704 +0,0 @@
# non booleans, (much todo)
ParticleSettings.child_nbr -> child_display_percent
ParticleSettings.rendered_child_nbr -> child_render_percent
ParticleSettings.child_random_size -> child_size_random
ParticleSettings.clumppow -> clump_power
ParticleSettings.enable_simplify -> use_simplify
ParticleSettings.rand_group -> use_group_random
ParticleSettings.ren_as -> render_type
ParticleSettings.sizemass -> use_size_mass
ParticleSettings.unborn -> use_unborn
ParticleSettings.viewport -> use_simplify_viewport
BuildModifier.randomize -> use_random
Camera.panorama -> use_panorama
# booleans
ActionActuator.continue_last_frame -> continue_last_frame
ActionGroup.expanded -> show_expanded
ActionGroup.locked -> lock
ActionGroup.selected -> select
Actuator.expanded -> show_expanded
AnimData.nla_enabled -> use_nla
AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight
AnimVizMotionPaths.search_all_action_keyframes -> use_keyframe_action_all
AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers
AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers
AnimVizOnionSkinning.only_selected -> show_only_selected
Area.show_menus -> show_menus
AreaLamp.dither -> use_dither
AreaLamp.jitter -> use_jitter
AreaLamp.only_shadow -> use_only_shadow
AreaLamp.shadow_layer -> use_only_shadow_layer
AreaLamp.umbra -> use_umbra
Armature.auto_ik -> use_auto_ik
Armature.deform_bbone_rest -> use_deform_b_bone_rest
Armature.deform_envelope -> use_deform_envelope
Armature.deform_quaternion -> use_deform_quaternion
Armature.deform_vertexgroups -> use_deform_vertexgroups
Armature.delay_deform -> use_deform_delay
Armature.draw_axes -> show_axes
Armature.draw_custom_bone_shapes -> show_bone_custom
Armature.draw_group_colors -> show_group_colors
Armature.draw_names -> show_names
Armature.ghost_only_selected -> show_only_ghost_selected
Armature.layer -> layer
Armature.layer_protection -> layer_protect
Armature.x_axis_mirror -> use_mirror_x
ArmatureModifier.b_bone_rest -> use_b_bone_rest
ArmatureModifier.invert -> use_vertex_group_invert
ArmatureModifier.multi_modifier -> use_multi_modifier
ArmatureModifier.quaternion -> use_preserve_volume
ArmatureModifier.use_bone_envelopes -> use_bone_envelopes
ArmatureModifier.use_vertex_groups -> use_vertex_groups
ArrayModifier.add_offset_object -> use_object_offset
ArrayModifier.constant_offset -> use_constant_offset
ArrayModifier.merge_adjacent_vertices -> use_merge_vertex
ArrayModifier.merge_end_vertices -> use_merge_vertex_end
ArrayModifier.relative_offset -> use_relative_offset
BackgroundImage.show_expanded -> show_expanded
BevelModifier.only_vertices -> use_only_vertex
BezierSplinePoint.hidden -> hide
BezierSplinePoint.selected_control_point -> select_control_point
BezierSplinePoint.selected_handle1 -> select_left_handle
BezierSplinePoint.selected_handle2 -> select_right_handle
BoidRule.in_air -> use_in_air
BoidRule.on_land -> use_on_land
BoidRuleAvoid.predict -> use_predict
BoidRuleAvoidCollision.boids -> use_avoid
BoidRuleAvoidCollision.deflectors -> use_deflect
BoidRuleFollowLeader.line -> use_line
BoidRuleGoal.predict -> use_predict
BoidSettings.allow_climb -> use_climb
BoidSettings.allow_flight -> use_flight
BoidSettings.allow_land -> use_land
Bone.connected -> use_connect
Bone.cyclic_offset -> use_cyclic_offset
Bone.deform -> use_deform
Bone.draw_wire -> show_wire
Bone.hidden -> hide
Bone.hinge -> use_hinge
Bone.inherit_scale -> use_inherit_scale
Bone.layer -> layer
Bone.local_location -> use_local_location
Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply
* Bone.restrict_select -> restrict_select
Bone.selected -> select
BooleanProperty.default -> default
BooleanProperty.default_array -> default_array
Brush.use_accumulate -> use_accumulate
Brush.use_airbrush -> use_airbrush
Brush.use_alpha -> use_alpha
Brush.use_anchor -> use_anchor
Brush.use_jitter_pressure -> use_jitter_pressure
Brush.use_persistent -> use_persistent
Brush.use_rake -> use_rake
Brush.use_size_pressure -> use_size_pressure
Brush.use_smooth_stroke -> use_smooth_stroke
Brush.use_space -> use_space
Brush.use_spacing_pressure -> use_spacing_pressure
Brush.use_strength_pressure -> use_strength_pressure
Brush.use_wrap -> use_wrap
BuildModifier.randomize -> use_random
Camera.panorama -> use_panorama
Camera.show_limits -> show_limits
Camera.show_mist -> show_mist
Camera.show_name -> show_name
Camera.show_passepartout -> show_passepartout
Camera.show_title_safe -> show_title_safe
CastModifier.from_radius -> use_radius_as_size
CastModifier.use_transform -> use_transform
CastModifier.x -> use_x
CastModifier.y -> use_y
CastModifier.z -> use_z
ChildOfConstraint.use_location_x -> use_location_x
ChildOfConstraint.use_location_y -> use_location_y
ChildOfConstraint.use_location_z -> use_location_z
ChildOfConstraint.use_rotation_x -> use_rotation_x
ChildOfConstraint.use_rotation_y -> use_rotation_y
ChildOfConstraint.use_rotation_z -> use_rotation_z
ChildOfConstraint.use_scale_x -> use_scale_x
ChildOfConstraint.use_scale_y -> use_scale_y
ChildOfConstraint.use_scale_z -> use_scale_z
ClampToConstraint.cyclic -> use_cyclic
ClothCollisionSettings.enable_collision -> use_collision
ClothCollisionSettings.enable_self_collision -> use_self_collision
ClothSettings.pin_cloth -> use_pin_cloth
ClothSettings.stiffness_scaling -> use_stiffness_scale
* CollisionSensor.collision_type -> collision_type
CollisionSensor.pulse -> use_pulse
CollisionSettings.enabled -> use_collision
CollisionSettings.kill_particles -> use_particle_kill
CompositorNodeAlphaOver.convert_premul -> use_convert_premultiply
CompositorNodeBlur.bokeh -> use_bokeh
CompositorNodeBlur.gamma -> use_gamma_correct
CompositorNodeBlur.relative -> use_relative
CompositorNodeColorSpill.unspill -> use_unspill
CompositorNodeCrop.crop_size -> use_crop_size
CompositorNodeDBlur.wrap -> use_wrap
CompositorNodeDefocus.gamma_correction -> use_gamma_correct
CompositorNodeDefocus.preview -> use_preview
CompositorNodeDefocus.use_zbuffer -> use_zbuffer
CompositorNodeGlare.rotate_45 -> use_rotate_45
CompositorNodeImage.auto_refresh -> use_auto_refresh
CompositorNodeImage.cyclic -> use_cyclic
CompositorNodeInvert.alpha -> use_alpha
CompositorNodeInvert.rgb -> invert_rgb
CompositorNodeLensdist.fit -> use_fit
CompositorNodeLensdist.jitter -> use_jitter
CompositorNodeLensdist.projector -> use_projector
CompositorNodeMapValue.use_max -> use_max
CompositorNodeMapValue.use_min -> use_min
CompositorNodeMixRGB.alpha -> use_alpha
CompositorNodeOutputFile.exr_half -> use_exr_half
CompositorNodeVecBlur.curved -> use_curve
* Constraint.active -> active
Constraint.disabled -> is_valid
Constraint.expanded -> show_expanded
Constraint.proxy_local -> is_proxy_local
ConstraintActuator.detect_material -> use_material_detect
ConstraintActuator.fh_normal -> use_fh_normal
ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis
ConstraintActuator.force_distance -> use_force_distance
ConstraintActuator.local -> use_local
ConstraintActuator.normal -> use_normal
ConstraintActuator.persistent -> use_persistent
ControlFluidSettings.active -> active
ControlFluidSettings.reverse_frames -> use_frame_reverse
Controller.expanded -> show_expanded
Controller.priority -> use_priority
Controller.state -> state
CopyLocationConstraint.invert_x -> invert_x
CopyLocationConstraint.invert_y -> invert_y
CopyLocationConstraint.invert_z -> invert_z
CopyLocationConstraint.use_offset -> use_offset
CopyLocationConstraint.use_x -> use_x
CopyLocationConstraint.use_y -> use_y
CopyLocationConstraint.use_z -> use_z
CopyRotationConstraint.invert_x -> invert_x
CopyRotationConstraint.invert_y -> invert_y
CopyRotationConstraint.invert_z -> invert_z
CopyRotationConstraint.use_offset -> use_offset
CopyRotationConstraint.use_x -> use_x
CopyRotationConstraint.use_y -> use_y
CopyRotationConstraint.use_z -> use_z
CopyScaleConstraint.use_offset -> use_offset
CopyScaleConstraint.use_x -> use_x
CopyScaleConstraint.use_y -> use_y
CopyScaleConstraint.use_z -> use_z
Curve.auto_texspace -> use_auto_texspace
Curve.back -> use_fill_back
Curve.draw_handles -> show_handles
Curve.draw_normals -> show_normals
Curve.front -> use_fill_front
Curve.map_along_length -> use_texture_map_length
Curve.use_deform_fill -> use_fill_deform
Curve.use_path -> use_path
Curve.use_path_follow -> use_path_follow
Curve.use_radius -> use_radius
Curve.use_stretch -> use_stretch
Curve.use_time_offset -> use_time_offset
CurveMapPoint.selected -> select
CurveMapping.clip -> use_clip
DelaySensor.repeat -> use_repeat
DomainFluidSettings.generate_speed_vectors -> use_speed_vectors
DomainFluidSettings.override_time -> use_time_override
DomainFluidSettings.reverse_frames -> use_frame_reverse
*negate* DopeSheet.collapse_summary -> show_expanded_summary
DopeSheet.display_armature -> show_armature
DopeSheet.display_camera -> show_camera
DopeSheet.display_curve -> show_curve
DopeSheet.display_lamp -> show_lamp
DopeSheet.display_material -> show_material
DopeSheet.display_mesh -> show_mesh
DopeSheet.display_metaball -> show_metaball
DopeSheet.display_node -> show_node
DopeSheet.display_particle -> show_particle
DopeSheet.display_scene -> show_scene
DopeSheet.display_shapekeys -> show_shapekeys
DopeSheet.display_summary -> show_summary
DopeSheet.display_texture -> show_texture
DopeSheet.display_transforms -> show_transforms
DopeSheet.display_world -> show_world
DopeSheet.include_missing_nla -> show_missing_nla
DopeSheet.only_group_objects -> show_only_group_objects
DopeSheet.only_selected -> show_only_selected
Driver.invalid -> is_valid
Driver.show_debug_info -> show_debug_info
DriverTarget.use_local_space_transforms -> use_local_space_transform
EdgeSplitModifier.use_edge_angle -> use_edge_angle
EdgeSplitModifier.use_sharp -> use_edge_sharp
EditBone.connected -> is_connected
EditBone.cyclic_offset -> use_cyclic_offset
EditBone.deform -> use_deform
EditBone.draw_wire -> show_wire
EditBone.hidden -> hide
EditBone.hinge -> use_hinge
EditBone.inherit_scale -> use_inherit_scale
EditBone.layer -> layer
EditBone.local_location -> use_local_location
EditBone.locked -> lock
EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply
EditBone.restrict_select -> restrict_select
EditBone.selected -> select
EditBone.selected_head -> select_head
EditBone.selected_tail -> select_tail
EditObjectActuator.enable_3d_tracking -> use_track_3d
EditObjectActuator.local_angular_velocity -> use_local_angular_velocity
EditObjectActuator.local_linear_velocity -> use_local_linear_velocity
EditObjectActuator.replace_display_mesh -> use_display_mesh
EditObjectActuator.replace_physics_mesh -> use_physics_mesh
EffectSequence.convert_float -> use_float
EffectSequence.de_interlace -> use_deinterlace
EffectSequence.flip_x -> use_flip_x
EffectSequence.flip_y -> use_flip_y
EffectSequence.premultiply -> use_premultiply
EffectSequence.proxy_custom_directory -> use_proxy_custom_directory
EffectSequence.proxy_custom_file -> use_proxy_custom_file
EffectSequence.reverse_frames -> use_frame_reverse
EffectSequence.use_color_balance -> use_color_balance
EffectSequence.use_crop -> use_crop
EffectSequence.use_proxy -> use_proxy
EffectSequence.use_translation -> use_translation
EffectorWeights.do_growing_hair -> use_hair_grow
EnvironmentMap.ignore_layers -> layer_ignore
EnvironmentMapTexture.use_filter_size_min -> filter_size_min
EnvironmentMapTexture.mipmap -> use_mipmap
EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss
Event.alt -> alt
Event.ctrl -> ctrl
Event.oskey -> oskey
Event.shift -> shift
ExplodeModifier.alive -> show_alive
ExplodeModifier.dead -> show_dead
ExplodeModifier.size -> use_size
ExplodeModifier.split_edges -> use_edge_split
ExplodeModifier.unborn -> show_unborn
FCurve.auto_clamped_handles -> use_auto_handle_clamp
*negate* FCurve.disabled -> enabled
FCurve.locked -> lock
FCurve.muted -> use_mute
FCurve.selected -> select
*negate* FCurve.visible -> hide
FCurveSample.selected -> select
FModifier.active -> active
*negate* FModifier.disabled -> enabled
FModifier.expanded -> show_expanded
FModifier.muted -> use_mute
FModifierFunctionGenerator.additive -> use_additive
FModifierGenerator.additive -> use_additive
FModifierLimits.use_maximum_x -> use_x_max
FModifierLimits.use_maximum_y -> use_y_max
FModifierLimits.use_minimum_x -> use_x_min
FModifierLimits.use_minimum_y -> use_y_min
FModifierStepped.use_frame_end -> use_frame_end
FModifierStepped.use_frame_start -> use_frame_start
FcurveActuator.add -> use_additive
FcurveActuator.child -> use_child
FcurveActuator.force -> use_force
FcurveActuator.local -> use_local
FieldSettings.do_absorption -> use_absorption
FieldSettings.do_location -> use_location
FieldSettings.do_rotation -> use_rotation
FieldSettings.force_2d -> use_force_2d
FieldSettings.global_coordinates -> use_coordinates_global
FieldSettings.guide_path_add -> use_guide_path_add
FieldSettings.multiple_springs -> use_multiple_springs
FieldSettings.root_coordinates -> use_coordinates_root
FieldSettings.use_coordinates -> use_coordinates_object
FieldSettings.use_guide_path_weight -> use_guide_path_weight
FieldSettings.use_max_distance -> use_distance_min
FieldSettings.use_min_distance -> use_distance_max
FieldSettings.use_radial_max -> use_radial_max
FieldSettings.use_radial_min -> use_radial_min
FileSelectParams.do_filter -> use_filter
FileSelectParams.filter_blender -> use_filter_blender
FileSelectParams.filter_folder -> use_filter_folder
FileSelectParams.filter_font -> use_filter_font
FileSelectParams.filter_image -> use_filter_image
FileSelectParams.filter_movie -> use_filter_movie
FileSelectParams.filter_script -> use_filter_script
FileSelectParams.filter_sound -> use_filter_sound
FileSelectParams.filter_text -> use_filter_text
FileSelectParams.hide_dot -> show_hidden
Filter2DActuator.enable_motion_blur -> use_motion_blur
FloorConstraint.sticky -> use_sticky
FloorConstraint.use_rotation -> use_rotation
FluidFluidSettings.active -> active
FluidFluidSettings.export_animated_mesh -> use_animated_mesh
FollowPathConstraint.use_curve_follow -> use_curve_follow
FollowPathConstraint.use_curve_radius -> use_curve_radius
FollowPathConstraint.use_fixed_position -> use_fixed_location
Function.registered -> registered
Function.registered_optional -> registered_optional
GPencilFrame.paint_lock -> lock_paint
GPencilFrame.selected -> select
GPencilLayer.active -> active
GPencilLayer.frame_lock -> lock_frame
GPencilLayer.hide -> hide
GPencilLayer.locked -> lock
GPencilLayer.selected -> select
GPencilLayer.show_points -> show_points
GPencilLayer.use_onion_skinning -> use_onion_skin
GameBooleanProperty.value -> value
GameObjectSettings.actor -> use_actor
GameObjectSettings.all_states -> states_all
GameObjectSettings.anisotropic_friction -> use_anisotropic_friction
GameObjectSettings.collision_compound -> use_collision_compound
GameObjectSettings.debug_state -> show_state_debug
GameObjectSettings.ghost -> use_ghost
GameObjectSettings.initial_state -> initial_state
GameObjectSettings.lock_x_axis -> lock_location_x
GameObjectSettings.lock_x_rot_axis -> lock_rotation_x
GameObjectSettings.lock_y_axis -> lock_location_y
GameObjectSettings.lock_y_rot_axis -> lock_rotation_y
GameObjectSettings.lock_z_axis -> lock_location_z
GameObjectSettings.lock_z_rot_axis -> lock_rotation_z
GameObjectSettings.material_physics -> use_material_physics
*negate* GameObjectSettings.no_sleeping -> use_sleep
GameObjectSettings.rotate_from_normal -> use_rotate_from_normal
GameObjectSettings.show_actuators -> show_actuators
GameObjectSettings.show_controllers -> show_controllers
GameObjectSettings.show_sensors -> show_sensors
GameObjectSettings.show_state_panel -> show_state_panel
GameObjectSettings.use_activity_culling -> use_activity_culling
GameObjectSettings.use_collision_bounds -> use_collision_bounds
GameObjectSettings.used_state -> state_used
GameObjectSettings.visible_state -> state_visible
GameProperty.debug -> use_debug
GameSoftBodySettings.bending_const -> use_bending_constraint
GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody
GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody
GameSoftBodySettings.shape_match -> use_shape_match
GlowSequence.only_boost -> use_only_boost
GreasePencil.use_stroke_endpoints -> use_stroke_endpoints
Group.layer -> layer
ID.fake_user -> use_fake_user
ID.tag -> tag
Image.animated -> use_snimation
Image.clamp_x -> use_clamp_x
Image.clamp_y -> use_clamp_y
Image.dirty -> is_dirty
Image.fields -> use_fields
Image.has_data -> is_data
Image.premultiply -> use_premultiply
Image.tiles -> use_tiles
ImagePaint.invert_stencil -> invert_stencil
ImagePaint.show_brush -> show_brush
ImagePaint.show_brush_draw -> show_brush_draw
ImagePaint.use_backface_cull -> use_backface_cull
ImagePaint.use_clone_layer -> use_clone_layer
ImagePaint.use_normal_falloff -> use_normal_falloff
ImagePaint.use_occlude -> use_occlude
ImagePaint.use_projection -> use_projection
ImagePaint.use_stencil_layer -> use_stencil_layer
ImageSequence.convert_float -> use_float
ImageSequence.de_interlace -> use_deinterlace
ImageSequence.flip_x -> use_flip_x
ImageSequence.flip_y -> use_flip_y
ImageSequence.premultiply -> use_premultiply
ImageSequence.proxy_custom_directory -> use_proxy_custom_directory
ImageSequence.proxy_custom_file -> use_proxy_custom_file
ImageSequence.reverse_frames -> use_frame_reverse
ImageSequence.use_color_balance -> use_color_balance
ImageSequence.use_crop -> use_crop
ImageSequence.use_proxy -> use_proxy
ImageSequence.use_translation -> use_translation
ImageTexture.calculate_alpha -> use_rgb_alpha
ImageTexture.checker_even -> use_checker_even
ImageTexture.checker_odd -> use_checker_odd
ImageTexture.filter_size_minimum -> use_filter_size_min
ImageTexture.flip_axis -> use_flip_axis
ImageTexture.interpolation -> use_interpolation
ImageTexture.invert_alpha -> invert_alpha
ImageTexture.mipmap -> use_mipmap
ImageTexture.mipmap_gauss -> use_mipmap_gauss
ImageTexture.mirror_x -> use_mirror_x
ImageTexture.mirror_y -> use_mirror_y
ImageTexture.normal_map -> use_normal_map
ImageTexture.use_alpha -> use_use_alpha
ImageUser.auto_refresh -> use_auto_refresh
ImageUser.cyclic -> use_cyclic
* would use is_ * InflowFluidSettings.active -> active
InflowFluidSettings.export_animated_mesh -> use_export_animated_mesh
InflowFluidSettings.local_coordinates -> use_local_coordinates
Itasc.auto_step -> use_auto_step
JoystickSensor.all_events -> use_all_events
Key.relative -> use_relative
* would use is_ * KeyConfig.user_defined -> user_defined
KeyMap.children_expanded -> show_expanded_children
KeyMap.items_expanded -> show_expanded_items
* would use is_ * KeyMap.modal -> modal
KeyMap.user_defined -> use_user_defined
KeyMapItem.active -> active
* would use is_pressed * KeyMapItem.alt -> alt
* would use is_pressed * KeyMapItem.any -> any
* would use is_pressed * KeyMapItem.ctrl -> ctrl
KeyMapItem.expanded -> show_expanded
* would use is_pressed * KeyMapItem.oskey -> oskey
* would use is_pressed * KeyMapItem.shift -> shift
* KeyboardSensor.all_keys -> all_keys
* would use is_ * Keyframe.selected -> select
* would use is_ * Keyframe.selected_handle1 -> select_left_handle
* would use is_ * Keyframe.selected_handle2 -> select_right_handle
KeyingSet.absolute -> use_absolute
KeyingSet.insertkey_needed -> use_insertkey_needed
KeyingSet.insertkey_visual -> use_insertkey_visual
KeyingSet.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb
KeyingSetInfo.insertkey_needed -> use_insertkey_needed
KeyingSetInfo.insertkey_visual -> use_insertkey_visual
KeyingSetInfo.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb
KeyingSetPath.entire_array -> use_entire_array
KeyingSetPath.insertkey_needed -> use_insertkey_needed
KeyingSetPath.insertkey_visual -> use_insertkey_visual
KeyingSetPath.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb
KinematicConstraint.pos_lock_x -> lock_location_x
KinematicConstraint.pos_lock_y -> lock_location_y
KinematicConstraint.pos_lock_z -> lock_location_z
KinematicConstraint.rot_lock_x -> lock_rotation_x
KinematicConstraint.rot_lock_y -> lock_rotation_y
KinematicConstraint.rot_lock_z -> lock_rotation_z
KinematicConstraint.use_position -> use_location
KinematicConstraint.use_rotation -> use_rotation
KinematicConstraint.use_stretch -> use_stretch
KinematicConstraint.use_tail -> use_tail
KinematicConstraint.use_target -> use_target
Lamp.diffuse -> use_diffuse
Lamp.layer -> use_own_layer
Lamp.negative -> use_negative
Lamp.specular -> use_specular
LampSkySettings.use_atmosphere -> use_atmosphere
LampSkySettings.use_sky -> use_sky
LampTextureSlot.map_color -> use_map_color
LampTextureSlot.map_shadow -> use_map_shadow
Lattice.outside -> use_outside
LimitLocationConstraint.limit_transform -> limit_transform
LimitLocationConstraint.use_maximum_x -> use_x_max
LimitLocationConstraint.use_maximum_y -> use_y_max
LimitLocationConstraint.use_maximum_z -> use_z_max
LimitLocationConstraint.use_minimum_x -> use_x_min
LimitLocationConstraint.use_minimum_y -> use_y_min
LimitLocationConstraint.use_minimum_z -> use_z_min
LimitRotationConstraint.limit_transform -> limit_transform
LimitRotationConstraint.use_limit_x -> use_x_limit
LimitRotationConstraint.use_limit_y -> use_y_limit
LimitRotationConstraint.use_limit_z -> use_z_limit
LimitScaleConstraint.limit_transform -> limit_transform
LimitScaleConstraint.use_maximum_x -> use_x_max
LimitScaleConstraint.use_maximum_y -> use_y_max
LimitScaleConstraint.use_maximum_z -> use_z_max
LimitScaleConstraint.use_minimum_x -> use_x_min
LimitScaleConstraint.use_minimum_y -> use_y_min
LimitScaleConstraint.use_minimum_z -> use_z_min
Main.debug -> show_debug
Main.file_is_saved -> is_saved
* MaskModifier.invert -> invert
Material.cast_approximate -> use_cast_approximate
Material.cast_buffer_shadows -> use_cast_buffer_shadows
Material.cast_shadows_only -> use_cast_shadows_only
Material.cubic -> use_cubic
Material.exclude_mist -> use_exclude_mist
Material.face_texture -> use_face_texture
Material.face_texture_alpha -> use_face_texture_alpha
Material.full_oversampling -> use_full_oversampling
Material.invert_z -> use_invert_z
Material.light_group_exclusive -> use_light_group_exclusive
Material.object_color -> use_object_color
Material.only_shadow -> use_shadow_only
Material.ray_shadow_bias -> use_ray_shadow_bias
Material.receive_transparent_shadows -> use_receive_transparent_shadows
Material.shadeless -> use_shadeless
Material.shadows -> use_shadows
Material.tangent_shading -> use_tangent_shading
Material.traceable -> use_traceable
Material.transparency -> use_transparency
Material.use_diffuse_ramp -> use_diffuse_ramp
Material.use_nodes -> use_nodes
Material.use_sky -> use_sky
Material.use_specular_ramp -> use_specular_ramp
Material.use_textures -> use_textures
Material.vertex_color_light -> use_vertex_color_light
Material.vertex_color_paint -> use_vertex_color_paint
MaterialHalo.flare_mode -> use_flare_mode
MaterialHalo.lines -> use_lines
MaterialHalo.ring -> use_ring
MaterialHalo.shaded -> use_shaded
MaterialHalo.soft -> use_soft
MaterialHalo.star -> use_star
MaterialHalo.texture -> use_texture
MaterialHalo.vertex_normal -> use_vertex_normal
MaterialHalo.xalpha -> use_xalpha
MaterialPhysics.align_to_normal -> use_align_to_normal
* MaterialRaytraceMirror.enabled -> enabled
MaterialStrand.blender_units -> use_blender_units
MaterialStrand.surface_diffuse -> use_surface_diffuse
MaterialStrand.tangent_shading -> use_tangent_shading
* MaterialSubsurfaceScattering.enabled -> enabled
* MaterialTextureSlot.enabled -> enabled
MaterialTextureSlot.from_dupli -> use_from_dupli
MaterialTextureSlot.from_original -> use_from_original
MaterialTextureSlot.map_alpha -> use_map_alpha
MaterialTextureSlot.map_ambient -> use_map_ambient
MaterialTextureSlot.map_colordiff -> use_map_colordiff
MaterialTextureSlot.map_coloremission -> use_map_coloremission
MaterialTextureSlot.map_colorreflection -> use_map_colorreflection
MaterialTextureSlot.map_colorspec -> use_map_colorspec
MaterialTextureSlot.map_colortransmission -> use_map_colortransmission
MaterialTextureSlot.map_density -> use_map_density
MaterialTextureSlot.map_diffuse -> use_map_diffuse
MaterialTextureSlot.map_displacement -> use_map_displacement
MaterialTextureSlot.map_emission -> use_map_emission
MaterialTextureSlot.map_emit -> use_map_emit
MaterialTextureSlot.map_hardness -> use_map_hardness
MaterialTextureSlot.map_mirror -> use_map_mirror
MaterialTextureSlot.map_normal -> use_map_normal
MaterialTextureSlot.map_raymir -> use_map_raymir
MaterialTextureSlot.map_reflection -> use_map_reflect
MaterialTextureSlot.map_scattering -> use_map_scatter
MaterialTextureSlot.map_specular -> use_map_specular
MaterialTextureSlot.map_translucency -> use_map_translucency
MaterialTextureSlot.map_warp -> use_map_warp
MaterialTextureSlot.new_bump -> use_new_bump
MaterialVolume.external_shadows -> use_external_shadows
MaterialVolume.light_cache -> use_light_cache
Mesh.all_edges -> show_all_edges
Mesh.auto_texspace -> use_auto_texspace
Mesh.autosmooth -> use_autosmooth
Mesh.double_sided -> use_double_sided
Mesh.draw_bevel_weights -> show_bevel_weights
Mesh.draw_creases -> show_creases
Mesh.draw_edge_angle -> show_edge_angle
Mesh.draw_edge_lenght -> show_edge_lenght
Mesh.draw_edges -> show_edges
Mesh.draw_face_area -> show_face_area
Mesh.draw_faces -> show_faces
Mesh.draw_normals -> show_normals
Mesh.draw_seams -> show_seams
Mesh.draw_sharp -> show_sharp
Mesh.draw_vertex_normals -> show_vertex_normals
Mesh.use_mirror_topology -> use_mirror_topology
Mesh.use_mirror_x -> use_mirror_x
Mesh.use_paint_mask -> use_paint_mask
Mesh.vertex_normal_flip -> use_vertex_normal_flip
MeshColorLayer.active -> active
MeshColorLayer.active_render -> active_render
MeshDeformModifier.dynamic -> dynamic
MeshDeformModifier.invert -> invert
MeshDeformModifier.is_bound -> is_bound
MeshEdge.fgon -> is_fgon
* MeshEdge.hidden -> hide
MeshEdge.loose -> use_loose
MeshEdge.seam -> use_seam
* MeshEdge.selected -> select
MeshEdge.sharp -> use_sharp
* would use is_ * MeshFace.hidden -> hide
* would use is_ * MeshFace.selected -> select
* would use is_ * MeshFace.smooth -> smooth
MeshTextureFace.alpha_sort -> use_alpha_sort
MeshTextureFace.billboard -> use_billboard
MeshTextureFace.collision -> use_collision
MeshTextureFace.halo -> use_halo
* would use is_ * MeshTextureFace.invisible -> invisible
MeshTextureFace.light -> use_light
MeshTextureFace.object_color -> use_object_color
MeshTextureFace.shadow -> use_shadow_face
MeshTextureFace.shared -> use_blend_shared
MeshTextureFace.tex -> use_render_texture
MeshTextureFace.text -> use_bitmap_text
MeshTextureFace.twoside -> use_twoside
MeshTextureFace.uv_pinned -> uv_pin
MeshTextureFace.uv_selected -> uv_select
* MeshTextureFaceLayer.active -> active
* MeshTextureFaceLayer.active_clone -> active_clone
* MeshTextureFaceLayer.active_render -> active_render
* MeshVertex.hidden -> hide
* would use is_ * MeshVertex.selected -> select
MetaBall.auto_texspace -> use_auto_texspace
* MetaElement.hide -> hide
* would use is_ * MetaElement.negative -> negative
MetaSequence.convert_float -> use_convert_float
MetaSequence.de_interlace -> use_deinterlace
MetaSequence.flip_x -> use_flip_x
MetaSequence.flip_y -> use_flip_y
MetaSequence.premultiply -> use_convert_premultiply
MetaSequence.proxy_custom_directory -> use_proxy_custom_directory
MetaSequence.proxy_custom_file -> use_proxy_custom_file
MetaSequence.reverse_frames -> use_reverse_frames
MetaSequence.use_color_balance -> use_color_balance
MetaSequence.use_crop -> use_crop
MetaSequence.use_proxy -> use_proxy
MetaSequence.use_translation -> use_translation
MirrorModifier.clip -> use_clipping
MirrorModifier.mirror_u -> use_mirror_u
MirrorModifier.mirror_v -> use_mirror_v
MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups
MirrorModifier.x -> use_x
MirrorModifier.y -> use_y
MirrorModifier.z -> use_z
Modifier.editmode -> use_in_editmode
Modifier.expanded -> show_expanded
Modifier.on_cage -> use_on_cage
Modifier.realtime -> show_realtime
Modifier.render -> use_render
* MotionPath.editing -> editing
* MotionPath.use_bone_head -> use_bone_head
* would use is_ * MotionPathVert.selected -> select
MovieSequence.convert_float -> use_convert_float
MovieSequence.de_interlace -> use_deinterlace
MovieSequence.flip_x -> use_flip_x
MovieSequence.flip_y -> use_flip_y
MovieSequence.premultiply -> use_convert_premultiply
MovieSequence.proxy_custom_directory -> use_proxy_custom_directory
MovieSequence.proxy_custom_file -> use_proxy_custom_file
* MovieSequence.reverse_frames -> use_reverse_frames
MovieSequence.use_color_balance -> use_color_balance
MovieSequence.use_crop -> use_crop
MovieSequence.use_proxy -> use_proxy
MovieSequence.use_translation -> use_translation
MulticamSequence.convert_float -> use_convert_float
MulticamSequence.de_interlace -> use_deinterlace
MulticamSequence.flip_x -> use_flip_x
MulticamSequence.flip_y -> use_flip_y
MulticamSequence.premultiply -> use_convert_premultiply
MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory
MulticamSequence.proxy_custom_file -> use_proxy_custom_file
* MulticamSequence.reverse_frames -> use_reverse_frames
MulticamSequence.use_color_balance -> use_color_balance
MulticamSequence.use_crop -> use_crop
MulticamSequence.use_proxy -> use_proxy
MulticamSequence.use_translation -> use_translation
MultiresModifier.external -> use_external
MultiresModifier.optimal_display -> show_optimal
NetRenderSettings.master_broadcast -> use_master_broadcast
NetRenderSettings.master_clear -> use_master_clear
NetRenderSettings.slave_clear -> use_slave_clear
NetRenderSettings.slave_outputlog -> use_slave_outputlog
NetRenderSettings.slave_thumb -> use_slave_thumb
* I'd use is_ * NlaStrip.active -> active
NlaStrip.animated_influence -> use_animated_influence
NlaStrip.animated_time -> use_animated_time
NlaStrip.animated_time_cyclic -> use_animated_time_cyclic
NlaStrip.auto_blending -> use_auto_blend
* I'd use is_ * NlaStrip.muted -> muted
* I'd use is_ * NlaStrip.reversed -> reversed
* I'd use is_ * NlaStrip.selected -> select
* I'd use is_ * NlaTrack.active -> active
* I'd use is_ * NlaTrack.locked -> lock
* I'd use is_ * NlaTrack.muted -> muted
* I'd use is_ * NlaTrack.selected -> select
NlaTrack.solo -> is_solo
Object.draw_axis -> show_axis
Object.draw_bounds -> show_bounds
Object.draw_name -> show_name
Object.draw_texture_space -> show_texture_space
Object.draw_transparent -> show_transparent
Object.draw_wire -> show_wire
* Object.duplis_used -> is_duplis_used
* Object.layers -> layers
Object.lock_location -> lock_location
Object.lock_rotation -> lock_rotation
Object.lock_rotation_w -> lock_rotation_w
Object.lock_rotations_4d -> lock_rotations_4d
Object.lock_scale -> lock_scale
* Object.restrict_render -> use_limit_render
* Object.restrict_select -> use_limit_select
* Object.restrict_view -> use_limit_view
* Object.selected -> select
Object.shape_key_edit_mode -> use_shape_key_edit_mode
Object.shape_key_lock -> show_shape_key
Object.slow_parent -> use_slow_parent
Object.time_offset_add_parent -> use_time_offset_add_parent
Object.time_offset_edit -> use_time_offset_edit
Object.time_offset_parent -> use_time_offset_parent
Object.time_offset_particle -> use_time_offset_particle
Object.use_dupli_faces_scale -> use_dupli_faces_scale
Object.use_dupli_frames_speed -> use_dupli_frames_speed
Object.use_dupli_verts_rotation -> use_dupli_verts_rotation
Object.x_ray -> show_x_ray
* ObjectActuator.add_linear_velocity -> add_linear_velocity
ObjectActuator.local_angular_velocity -> use_local_angular_velocity
ObjectActuator.local_force -> use_local_force
ObjectActuator.local_linear_velocity -> use_local_linear_velocity
ObjectActuator.local_location -> use_local_location
ObjectActuator.local_rotation -> use_local_rotation
ObjectActuator.local_torque -> use_local_torque
* ObjectActuator.servo_limit_x -> use_limit_servo_x
* ObjectActuator.servo_limit_y -> use_limit_servo_y
* ObjectActuator.servo_limit_z -> use_limit_servo_z
* ObjectBase.layers -> layers
* ObjectBase.selected -> select
* ObjectBase.selected_user -> is_select_user
* could be is_ * ObstacleFluidSettings.active -> active
ObstacleFluidSettings.export_animated_mesh -> use_export_animated_mesh
* Operator.has_reports -> has_reports
OperatorStrokeElement.flip -> use_flip
OutflowFluidSettings.active -> active
OutflowFluidSettings.export_animated_mesh -> use_export_animated_mesh
Paint.fast_navigate -> show_low_resolution
Paint.show_brush -> show_brush
* Panel.bl_default_closed -> bl_default_closed
* Panel.bl_show_header -> bl_show_header
ParentActuator.compound -> use_compound
ParentActuator.ghost -> use_ghost
* Particle.no_disp -> no_disp
* Particle.rekey -> rekey
* Particle.unexist -> unexist
ParticleBrush.use_puff_volume -> use_puff_volume
ParticleEdit.add_interpolate -> use_add_interpolate
ParticleEdit.auto_velocity -> use_auto_velocity
ParticleEdit.draw_particles -> show_particles
ParticleEdit.editable -> is_editable
ParticleEdit.emitter_deflect -> use_emitter_deflect
ParticleEdit.fade_time -> use_fade_time
* ParticleEdit.hair -> hair
ParticleEdit.keep_lengths -> use_keep_lengths
ParticleEdit.keep_root -> use_keep_root
ParticleFluidSettings.drops -> show_drops
ParticleFluidSettings.floats -> show_floats
ParticleFluidSettings.tracer -> show_tracer
ParticleInstanceModifier.alive -> show_alive
ParticleInstanceModifier.children -> use_children
ParticleInstanceModifier.dead -> show_dead
ParticleInstanceModifier.keep_shape -> use_keep_shape
ParticleInstanceModifier.normal -> use_normal
ParticleInstanceModifier.size -> use_size
ParticleInstanceModifier.unborn -> show_unborn
ParticleInstanceModifier.use_path -> use_path
ParticleSettings.abs_path_time -> use_abs_path_time
ParticleSettings.animate_branching -> use_animate_branching
ParticleSettings.billboard_lock -> lock_billboard
ParticleSettings.boids_2d -> lock_boids_to_surface
ParticleSettings.branching -> use_branching
ParticleSettings.child_effector -> use_child_effector
ParticleSettings.child_guide -> use_child_guide
ParticleSettings.child_render -> use_child_render
ParticleSettings.die_on_collision -> use_die_on_collision
ParticleSettings.died -> show_died
ParticleSettings.draw_health -> show_health
ParticleSettings.emitter -> use_emitter
ParticleSettings.enable_simplify -> use_simplify
ParticleSettings.even_distribution -> use_even_distribution
ParticleSettings.grid_invert -> invert_grid
ParticleSettings.hair_bspline -> use_hair_bspline
* ParticleSettings.hair_geometry -> hair_geometry
ParticleSettings.material_color -> show_material_color
ParticleSettings.num -> use_number
ParticleSettings.parent -> use_parent
ParticleSettings.rand_group -> use_random_group
ParticleSettings.react_multiple -> use_react_multiple
ParticleSettings.react_start_end -> use_react_start_end
ParticleSettings.render_adaptive -> show_path_steps
ParticleSettings.render_strand -> use_render_strand
ParticleSettings.rotation_dynamic -> use_rotation_dynamic
ParticleSettings.self_effect -> use_self_effect
ParticleSettings.show_size -> show_size
ParticleSettings.size_deflect -> use_size_deflect
ParticleSettings.sizemass -> use_multiply_size_mass
ParticleSettings.symmetric_branching -> use_symmetric_branching
ParticleSettings.trand -> use_emit_random
ParticleSettings.unborn -> show_unborn
ParticleSettings.use_global_dupli -> use_global_dupli
ParticleSettings.use_group_count -> use_group_count
ParticleSettings.velocity -> show_velocity
ParticleSettings.velocity_length -> use_velocity_length
* ParticleSettings.viewport -> viewport
ParticleSettings.whole_group -> use_whole_group
ParticleSystem.editable -> is_editable
ParticleSystem.edited -> is_edited
* ParticleSystem.global_hair -> global_hair
ParticleSystem.hair_dynamics -> use_hair_dynamics
ParticleSystem.keyed_timing -> use_keyed_timing
* ParticleSystem.multiple_caches -> multiple_caches
ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump
ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density
ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field
ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink
ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length
ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation
ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness1
ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness2
ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end
ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size
ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent
ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity
* ParticleTarget.valid -> valid
PivotConstraint.use_relative_position -> use_relative_location
PointCache.baked -> is_baked
* PointCache.baking -> baking
PointCache.disk_cache -> use_disk_cache
PointCache.external -> use_external
* PointCache.frames_skipped -> frames_skipped
PointCache.outdated -> is_outdated
PointCache.quick_cache -> use_quick_cache
PointCache.use_library_path -> use_library_path
PointDensity.turbulence -> use_turbulence
PointLamp.only_shadow -> use_shadow_only
PointLamp.shadow_layer -> use_shadow_own_layer
PointLamp.sphere -> use_sphere
PoseBone.has_ik -> is_in_ik_chain
* PoseBone.ik_dof_x -> ik_dof_x
* PoseBone.ik_dof_y -> ik_dof_y
* PoseBone.ik_dof_z -> ik_dof_z
PoseBone.ik_limit_x -> lock_ik_x
PoseBone.ik_limit_y -> lock_ik_y
PoseBone.ik_limit_z -> lock_ik_z
PoseBone.ik_lin_control -> use_ik_lin_control
PoseBone.ik_rot_control -> use_ik_rot_control
PoseBone.lock_location -> lock_location
PoseBone.lock_rotation -> lock_rotation
PoseBone.lock_rotation_w -> lock_rotation_w
PoseBone.lock_rotations_4d -> lock_rotations_4d
PoseBone.lock_scale -> lock_scale
* PoseBone.selected -> select
PoseTemplateSettings.generate_def_rig -> use_generate_def_rig
Property.is_never_none -> is_never_none
Property.is_readonly -> is_readonly
Property.is_required -> is_required
Property.registered -> is_registered
Property.registered_optional -> is_registered_optional
Property.use_output -> is_output
* PythonConstraint.script_error -> is_script_error
PythonConstraint.use_targets -> use_targets
PythonController.debug -> use_debug
RandomActuator.always_true -> use_always_true
RaySensor.x_ray_mode -> use_x_ray_mode
RegionView3D.box_clip -> use_box_clip
RegionView3D.box_preview -> show_synced_view
RegionView3D.lock_rotation -> lock_rotation
* RenderEngine.bl_postprocess -> use_bl_postprocess
* RenderEngine.bl_preview -> use_bl_preview
* RenderLayer.all_z -> all_z
* RenderLayer.edge -> edge
* RenderLayer.enabled -> enabled
* RenderLayer.halo -> halo
* RenderLayer.pass_ao -> pass_ao
* RenderLayer.pass_ao_exclude -> pass_ao_exclude
* RenderLayer.pass_color -> pass_color
* RenderLayer.pass_combined -> pass_combined
* RenderLayer.pass_diffuse -> pass_diffuse
* RenderLayer.pass_emit -> pass_emit
* RenderLayer.pass_emit_exclude -> pass_emit_exclude
* RenderLayer.pass_environment -> pass_environment
* RenderLayer.pass_environment_exclude -> pass_environment_exclude
* RenderLayer.pass_indirect -> pass_indirect
* RenderLayer.pass_indirect_exclude -> pass_indirect_exclude
* RenderLayer.pass_mist -> pass_mist
* RenderLayer.pass_normal -> pass_normal
* RenderLayer.pass_object_index -> pass_object_index
* RenderLayer.pass_reflection -> pass_reflection
* RenderLayer.pass_reflection_exclude -> pass_reflection_exclude
* RenderLayer.pass_refraction -> pass_refraction
* RenderLayer.pass_refraction_exclude -> pass_refraction_exclude
* RenderLayer.pass_shadow -> pass_shadow
* RenderLayer.pass_shadow_exclude -> pass_shadow_exclude
* RenderLayer.pass_specular -> pass_specular
* RenderLayer.pass_specular_exclude -> pass_specular_exclude
* RenderLayer.pass_uv -> pass_uv
* RenderLayer.pass_vector -> pass_vector
* RenderLayer.pass_z -> pass_z
* RenderLayer.sky -> sky
* RenderLayer.solid -> solid
* RenderLayer.strand -> strand
* RenderLayer.visible_layers -> visible_layers
* RenderLayer.zmask -> zmask
* RenderLayer.zmask_layers -> zmask_layers
* RenderLayer.zmask_negate -> zmask_negate
* RenderLayer.ztransp -> ztransp
RenderSettings.backbuf -> use_backbuf
RenderSettings.bake_active -> use_bake_active
RenderSettings.bake_clear -> use_bake_clear
RenderSettings.bake_enable_aa -> use_bake_enable_aa
RenderSettings.bake_normalized -> use_bake_normalized
RenderSettings.cineon_log -> use_cineon_log
RenderSettings.color_management -> use_color_management
RenderSettings.crop_to_border -> use_crop_to_border
RenderSettings.edge -> edge
RenderSettings.exr_half -> use_exr_half
RenderSettings.exr_preview -> use_exr_preview
RenderSettings.exr_zbuf -> use_exr_zbuf
RenderSettings.ffmpeg_autosplit -> use_ffmpeg_autosplit
RenderSettings.fields -> use_fields
RenderSettings.fields_still -> use_fields_still
RenderSettings.free_image_textures -> use_free_image_textures
RenderSettings.free_unused_nodes -> use_free_unused_nodes
RenderSettings.full_sample -> use_full_sample
RenderSettings.is_movie_format -> is_movie_format
RenderSettings.jpeg2k_ycc -> use_jpeg2k_ycc
RenderSettings.motion_blur -> use_motion_blur
* RenderSettings.multiple_engines -> multiple_engines
RenderSettings.render_antialiasing -> use_render_antialiasing
* doubled?* RenderSettings.render_stamp -> render_stamp
RenderSettings.save_buffers -> use_save_buffers
RenderSettings.simplify_triangulate -> use_simplify_triangulate
RenderSettings.single_layer -> use_active_layer
RenderSettings.stamp_camera -> use_stamp_camera
RenderSettings.stamp_date -> use_stamp_date
RenderSettings.stamp_filename -> use_stamp_filename
RenderSettings.stamp_frame -> use_stamp_frame
RenderSettings.stamp_marker -> use_stamp_marker
RenderSettings.stamp_note -> use_stamp_note
RenderSettings.stamp_render_time -> use_stamp_render_time
RenderSettings.stamp_scene -> use_stamp_scene
RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip
RenderSettings.stamp_time -> use_stamp_time
RenderSettings.tiff_bit -> use_tiff_bit
RenderSettings.use_border -> use_border
RenderSettings.use_compositing -> use_compositing
RenderSettings.use_envmaps -> use_envmaps
RenderSettings.use_file_extension -> use_file_extension
RenderSettings.use_game_engine -> use_game_engine
RenderSettings.use_instances -> use_instances
RenderSettings.use_local_coords -> use_local_coords
RenderSettings.use_overwrite -> use_overwrite
RenderSettings.use_placeholder -> use_placeholder
RenderSettings.use_radiosity -> use_radiosity
RenderSettings.use_raytracing -> use_raytrace
RenderSettings.use_sequencer -> use_sequencer
RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview
RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render
RenderSettings.use_shadows -> use_shadows
RenderSettings.use_simplify -> use_simplify
RenderSettings.use_sss -> use_sss
RenderSettings.use_textures -> use_textures
RigidBodyJointConstraint.disable_linked_collision -> use_disable_linked_collision
RigidBodyJointConstraint.draw_pivot -> show_pivot
Scene.frame_drop -> use_frame_drop
* Scene.layers -> layers
* Scene.mute_audio -> mute_audio
* Scene.nla_tweakmode_on -> is_nla_tweakmode_on
Scene.pov_radio_always_sample -> use_pov_radio_always_sample
Scene.pov_radio_display_advanced -> show_pov_radio_advanced
Scene.pov_radio_enable -> use_pov_radio_enable
Scene.pov_radio_media -> use_pov_radio_media
Scene.pov_radio_normal -> use_pov_radio_normal
Scene.scrub_audio -> use_scrub_audio
Scene.sync_audio -> use_sync_audio
Scene.use_gravity -> use_gravity
Scene.use_nodes -> use_nodes
Scene.use_preview_range -> use_preview_range
SceneGameData.activity_culling -> use_activity_culling
SceneGameData.auto_start -> use_auto_start
SceneGameData.fullscreen -> show_fullscreen
SceneGameData.glsl_extra_textures -> use_glsl_extra_textures
SceneGameData.glsl_lights -> use_glsl_lights
SceneGameData.glsl_nodes -> use_glsl_nodes
SceneGameData.glsl_ramps -> use_glsl_ramps
SceneGameData.glsl_shaders -> use_glsl_shaders
SceneGameData.glsl_shadows -> use_glsl_shadows
SceneGameData.show_debug_properties -> show_debug_properties
SceneGameData.show_framerate_profile -> show_framerate_profile
SceneGameData.show_physics_visualization -> show_physics_visualization
SceneGameData.use_animation_record -> use_animation_record
SceneGameData.use_deprecation_warnings -> use_deprecation_warnings
SceneGameData.use_display_lists -> use_display_lists
SceneGameData.use_frame_rate -> use_frame_rate
SceneGameData.use_occlusion_culling -> use_occlusion_culling
SceneRenderLayer.all_z -> use_all_z
SceneRenderLayer.edge -> use_edge
* SceneRenderLayer.enabled -> enabled
SceneRenderLayer.halo -> use_halo
SceneRenderLayer.pass_ao -> use_pass_ao
SceneRenderLayer.pass_ao_exclude -> use_pass_ao_exclude
SceneRenderLayer.pass_color -> use_pass_color
SceneRenderLayer.pass_combined -> use_pass_combined
SceneRenderLayer.pass_diffuse -> use_pass_diffuse
SceneRenderLayer.pass_emit -> use_pass_emit
SceneRenderLayer.pass_emit_exclude -> use_pass_emit_exclude
SceneRenderLayer.pass_environment -> use_pass_environment
SceneRenderLayer.pass_environment_exclude -> use_pass_environment_exclude
SceneRenderLayer.pass_indirect -> use_pass_indirect
SceneRenderLayer.pass_indirect_exclude -> use_pass_indirect_exclude
SceneRenderLayer.pass_mist -> use_pass_mist
SceneRenderLayer.pass_normal -> use_pass_normal
SceneRenderLayer.pass_object_index -> use_pass_object_index
SceneRenderLayer.pass_reflection -> use_pass_reflection
SceneRenderLayer.pass_reflection_exclude -> use_pass_reflection_exclude
SceneRenderLayer.pass_refraction -> use_pass_refraction
SceneRenderLayer.pass_refraction_exclude -> use_pass_refraction_exclude
SceneRenderLayer.pass_shadow -> use_pass_shadow
SceneRenderLayer.pass_shadow_exclude -> use_pass_shadow_exclude
SceneRenderLayer.pass_specular -> use_pass_specular
SceneRenderLayer.pass_specular_exclude -> use_pass_specular_exclude
SceneRenderLayer.pass_uv -> use_pass_uv
SceneRenderLayer.pass_vector -> use_pass_vector
SceneRenderLayer.pass_z -> use_pass_z
SceneRenderLayer.sky -> use_sky
SceneRenderLayer.solid -> use_solid
SceneRenderLayer.strand -> use_strand
SceneRenderLayer.visible_layers -> visible_layers
SceneRenderLayer.zmask -> use_zmask
SceneRenderLayer.zmask_layers -> use_zmask_layers
SceneRenderLayer.zmask_negate -> use_zmask_negate
SceneRenderLayer.ztransp -> use_ztransp
* SceneSequence.convert_float -> convert_float
* SceneSequence.de_interlace -> de_interlace
* SceneSequence.flip_x -> flip_x
* SceneSequence.flip_y -> flip_y
* SceneSequence.premultiply -> premultiply
* SceneSequence.proxy_custom_directory -> proxy_custom_directory
* SceneSequence.proxy_custom_file -> proxy_custom_file
* SceneSequence.reverse_frames -> reverse_frames
* SceneSequence.use_color_balance -> use_color_balance
* SceneSequence.use_crop -> use_crop
* SceneSequence.use_proxy -> use_proxy
* SceneSequence.use_translation -> use_translation
Scopes.use_full_resolution -> use_full_resolution
Screen.animation_playing -> is_animation_playing
Screen.fullscreen -> is_fullscreen
ScrewModifier.use_normal_calculate -> use_normal_calculate
ScrewModifier.use_normal_flip -> use_normal_flip
ScrewModifier.use_object_screw_offset -> use_object_screw_offset
Sculpt.lock_x -> lock_x
Sculpt.lock_y -> lock_y
Sculpt.lock_z -> lock_z
Sculpt.symmetry_x -> use_symmetry_x
Sculpt.symmetry_y -> use_symmetry_y
Sculpt.symmetry_z -> use_symmetry_z
Sensor.expanded -> show_expanded
* Sensor.invert -> invert
* Sensor.level -> level
Sensor.pulse_false_level -> use_pulse_false_level
Sensor.pulse_true_level -> use_pulse_true_level
Sensor.tap -> use_tap
* Sequence.frame_locked -> frame_locked
* Sequence.left_handle_selected -> select_left_handle
* Sequence.lock -> lock
* Sequence.mute -> mute
* Sequence.right_handle_selected -> select_right_handle
* Sequence.selected -> select
* Sequence.use_effect_default_fade -> use_effect_default_fade
SequenceColorBalance.inverse_gain -> invert_gain
SequenceColorBalance.inverse_gamma -> invert_gamma
SequenceColorBalance.inverse_lift -> invert_lift
ShaderNodeExtendedMaterial.diffuse -> use_diffuse
ShaderNodeExtendedMaterial.invert_normal -> invert_normal
ShaderNodeExtendedMaterial.specular -> use_specular
ShaderNodeMapping.clamp_maximum -> use_clamp_to_max
ShaderNodeMapping.clamp_minimum -> use_clamp_to_min
ShaderNodeMaterial.diffuse -> use_diffuse
ShaderNodeMaterial.invert_normal -> invert_normal
ShaderNodeMaterial.specular -> use_specular
ShaderNodeMixRGB.alpha -> use_alpha
ShapeActionActuator.continue_last_frame -> use_continue_last_frame
* ShapeKey.mute -> mute
* see below * ShrinkwrapConstraint.use_x -> use_x
* see below* ShrinkwrapConstraint.use_y -> use_y
* see below* ShrinkwrapConstraint.use_z -> use_z
ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces
ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces
ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface
* ShrinkwrapModifier.negative -> negative
* ShrinkwrapModifier.positive -> positive
ShrinkwrapModifier.x -> use_x
ShrinkwrapModifier.y -> use_y
ShrinkwrapModifier.z -> use_z
SimpleDeformModifier.lock_x_axis -> lock_axis_x
SimpleDeformModifier.lock_y_axis -> lock_axis_y
SimpleDeformModifier.relative -> use_relative
SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke
SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log
SmokeDomainSettings.highres -> use_highres
SmokeDomainSettings.initial_velocity -> use_initial_velocity
SmokeDomainSettings.viewhighres -> show_highres
*negate* SmokeFlowSettings.outflow -> use_outflow
SmoothModifier.x -> use_x
SmoothModifier.y -> use_y
SmoothModifier.z -> use_z
SoftBodySettings.auto_step -> use_auto_step
SoftBodySettings.diagnose -> use_diagnose
SoftBodySettings.edge_collision -> use_edge_collision
SoftBodySettings.estimate_matrix -> use_estimate_matrix
SoftBodySettings.face_collision -> use_face_collision
SoftBodySettings.new_aero -> use_new_aero
SoftBodySettings.self_collision -> use_self_collision
SoftBodySettings.stiff_quads -> use_stiff_quads
SoftBodySettings.use_edges -> use_edges
SoftBodySettings.use_goal -> use_goal
* SolidifyModifier.invert -> invert_vertex_groups_influence
SolidifyModifier.use_even_offset -> use_even_offset
SolidifyModifier.use_quality_normals -> use_quality_normals
SolidifyModifier.use_rim -> use_rim
SolidifyModifier.use_rim_material -> use_rim_material
Sound.caching -> use_ram_cache
SoundActuator.enable_sound_3d -> use_sound_3d
SpaceConsole.show_report_debug -> show_report_debug
SpaceConsole.show_report_error -> show_report_error
SpaceConsole.show_report_info -> show_report_info
SpaceConsole.show_report_operator -> show_report_operator
SpaceConsole.show_report_warn -> show_report_warn
SpaceDopeSheetEditor.automerge_keyframes -> show_automerge_keyframes
SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates
SpaceDopeSheetEditor.show_cframe_indicator -> show_cframe_indicator
SpaceDopeSheetEditor.show_seconds -> show_seconds
SpaceDopeSheetEditor.show_sliders -> show_sliders
SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync
SpaceGraphEditor.automerge_keyframes -> show_automerge_keyframes
* SpaceGraphEditor.has_ghost_curves -> has_ghost_curves
SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles
SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles
SpaceGraphEditor.realtime_updates -> use_realtime_updates
SpaceGraphEditor.show_cframe_indicator -> show_cframe_indicator
SpaceGraphEditor.show_cursor -> show_cursor
SpaceGraphEditor.show_handles -> show_handles
SpaceGraphEditor.show_seconds -> show_seconds
SpaceGraphEditor.show_sliders -> show_sliders
SpaceImageEditor.draw_repeated -> show_repeated
SpaceImageEditor.image_painting -> use_image_paint
SpaceImageEditor.image_pin -> show_image_pin
SpaceImageEditor.show_paint -> show_paint
SpaceImageEditor.show_render -> show_render
SpaceImageEditor.show_uvedit -> show_uvedit
SpaceImageEditor.update_automatically -> use_update_automatically
SpaceImageEditor.use_grease_pencil -> use_grease_pencil
SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects
SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states
SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller
SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects
SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects
SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller
SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects
SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects
SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states
SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller
SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects
SpaceNLA.realtime_updates -> use_realtime_updates
SpaceNLA.show_cframe_indicator -> show_cframe_indicator
SpaceNLA.show_seconds -> show_seconds
SpaceNLA.show_strip_curves -> show_strip_curves
SpaceNodeEditor.backdrop -> show_backdrop
SpaceOutliner.match_case_sensitive -> use_match_case_sensitive
SpaceOutliner.match_complete -> use_match_complete
SpaceOutliner.show_restriction_columns -> show_restriction_columns
SpaceProperties.brush_texture -> show_brush_texture
SpaceProperties.use_pin_id -> use_pin_id
* SpaceSequenceEditor.draw_frames -> draw_frames
* SpaceSequenceEditor.draw_safe_margin -> draw_safe_margin
* SpaceSequenceEditor.separate_color_preview -> separate_color_preview
* SpaceSequenceEditor.show_cframe_indicator -> show_cframe_indicator
* SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil
* SpaceSequenceEditor.use_marker_sync -> use_marker_sync
SpaceTextEditor.find_all -> use_find_all
SpaceTextEditor.find_wrap -> use_find_wrap
SpaceTextEditor.line_numbers -> show_line_numbers
SpaceTextEditor.live_edit -> use_live_edit
SpaceTextEditor.overwrite -> use_overwrite
SpaceTextEditor.syntax_highlight -> use_syntax_highlight
SpaceTextEditor.word_wrap -> use_word_wrap
SpaceTimeline.only_selected -> use_only_selected
SpaceTimeline.play_all_3d -> use_play_all_3d
SpaceTimeline.play_anim -> use_play_anim
SpaceTimeline.play_buttons -> use_play_buttons
SpaceTimeline.play_image -> use_play_image
SpaceTimeline.play_nodes -> use_play_nodes
SpaceTimeline.play_sequencer -> use_play_sequencer
SpaceTimeline.play_top_left -> use_play_top_left
SpaceTimeline.show_cframe_indicator -> show_cframe_indicator
SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds
SpaceUVEditor.draw_modified_edges -> show_modified_edges
SpaceUVEditor.draw_other_objects -> show_other_objects
SpaceUVEditor.draw_smooth_edges -> show_smooth_edges
SpaceUVEditor.draw_stretch -> show_stretch
SpaceUVEditor.live_unwrap -> use_live_unwrap
SpaceUVEditor.normalized_coordinates -> show_normalized_coordinates
SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels
SpaceView3D.all_object_origins -> show_all_objects_origin
SpaceView3D.display_background_images -> show_background_images
SpaceView3D.display_floor -> show_floor
SpaceView3D.display_render_override -> show_render_override
SpaceView3D.display_x_axis -> show_axis_x
SpaceView3D.display_y_axis -> show_axis_y
SpaceView3D.display_z_axis -> show_axis_z
* SpaceView3D.layers -> layers
SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers
SpaceView3D.manipulator -> use_manipulator
SpaceView3D.manipulator_rotate -> use_manipulator_rotate
SpaceView3D.manipulator_scale -> use_manipulator_scale
SpaceView3D.manipulator_translate -> use_manipulator_translate
SpaceView3D.occlude_geometry -> use_occlude_geometry
SpaceView3D.outline_selected -> show_outline_selected
SpaceView3D.pivot_point_align -> use_pivot_point_align
SpaceView3D.relationship_lines -> show_relationship_lines
SpaceView3D.textured_solid -> show_textured_solid
* SpaceView3D.used_layers -> layers_used
SpeedControlSequence.curve_compress_y -> use_curve_compress_y
SpeedControlSequence.curve_velocity -> use_curve_velocity
SpeedControlSequence.frame_blending -> use_frame_blend
Spline.bezier_u -> use_bezier_u
Spline.bezier_v -> use_bezier_v
Spline.cyclic_u -> use_cyclic_u
Spline.cyclic_v -> use_cyclic_v
Spline.endpoint_u -> use_endpoint_u
Spline.endpoint_v -> use_endpoint_v
* Spline.hide -> hide
Spline.smooth -> use_smooth
SplineIKConstraint.chain_offset -> use_chain_offset
* SplineIKConstraint.even_divisions -> use_even_divisions
SplineIKConstraint.use_curve_radius -> use_curve_radius
SplineIKConstraint.y_stretch -> use_y_stretch
* SplinePoint.hidden -> hide
* SplinePoint.selected -> select
SpotLamp.auto_clip_end -> use_auto_clip_end
SpotLamp.auto_clip_start -> use_auto_clip_start
SpotLamp.halo -> use_halo
SpotLamp.only_shadow -> use_shadow_only
SpotLamp.shadow_layer -> use_shadow_own_layer
SpotLamp.show_cone -> show_cone
SpotLamp.sphere -> use_sphere
SpotLamp.square -> use_square
* StateActuator.state -> state
SubsurfModifier.optimal_display -> show_optimal
SubsurfModifier.subsurf_uv -> use_subsurf_uv
SunLamp.only_shadow -> use_shadow_only
SunLamp.shadow_layer -> use_shadow_own_layer
SurfaceCurve.map_along_length -> use_map_along_length
SurfaceCurve.vertex_normal_flip -> use_vertex_normal_flip
TexMapping.has_maximum -> use_clip_to_max
TexMapping.has_minimum -> use_clip_to_min
Text.dirty -> is_dirty
Text.memory -> is_in_memory
Text.modified -> is_modified
Text.tabs_as_spaces -> use_tabs_as_spaces
Text.use_module -> use_module
TextCharacterFormat.bold -> use_bold
TextCharacterFormat.italic -> use_italic
TextCharacterFormat.style -> use_style
TextCharacterFormat.underline -> use_underline
TextCharacterFormat.wrap -> use_wrap
TextCurve.fast -> use_fast_editing
TextCurve.map_along_length -> use_map_along_length
TextCurve.vertex_normal_flip -> use_vertex_normal_flip
TextMarker.edit_all -> use_edit_all
* TextMarker.temporary -> is_temporary
Texture.use_color_ramp -> use_color_ramp
Texture.use_nodes -> use_nodes
Texture.use_preview_alpha -> use_preview_alpha
TextureNodeMixRGB.alpha -> use_alpha
TextureSlot.negate -> use_negate
TextureSlot.rgb_to_intensity -> use_rgb_to_intensity
TextureSlot.stencil -> use_stencil
ThemeBoneColorSet.colored_constraints -> show_colored_constraints
ThemeWidgetColors.shaded -> show_shaded
* TimelineMarker.selected -> select
ToolSettings.auto_normalize -> use_auto_normalize
ToolSettings.automerge_editing -> use_automerge_editing
ToolSettings.bone_sketching -> use_bone_sketching
ToolSettings.etch_autoname -> use_etch_autoname
ToolSettings.etch_overdraw -> use_etch_overdraw
ToolSettings.etch_quick -> use_etch_quick
ToolSettings.mesh_selection_mode -> use_mesh_selection_mode
ToolSettings.record_with_nla -> use_record_with_nla
ToolSettings.snap -> use_snap
ToolSettings.snap_align_rotation -> use_snap_align_rotation
ToolSettings.snap_peel_object -> use_snap_peel_object
ToolSettings.snap_project -> use_snap_project
ToolSettings.use_auto_keying -> use_keyframe_insert_auto
* ToolSettings.uv_local_view -> show_only_uv_local_view
ToolSettings.uv_sync_selection -> use_uv_sync_selection
TrackToConstraint.target_z -> use_target_z
TransformConstraint.extrapolate_motion -> use_motion_extrapolate
TransformSequence.uniform_scale -> use_uniform_scale
UILayout.active -> active
UILayout.enabled -> enabled
UVProjectModifier.override_image -> show_override_image
UnitSettings.use_separate -> use_separate
UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_auto_available
UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_auto_keyingset
UserPreferencesEdit.drag_immediately -> use_drag_immediately
UserPreferencesEdit.duplicate_action -> use_duplicate_action
UserPreferencesEdit.duplicate_armature -> use_duplicate_armature
UserPreferencesEdit.duplicate_curve -> use_duplicate_curve
UserPreferencesEdit.duplicate_fcurve -> use_duplicate_fcurve
UserPreferencesEdit.duplicate_lamp -> use_duplicate_lamp
UserPreferencesEdit.duplicate_material -> use_duplicate_material
UserPreferencesEdit.duplicate_mesh -> use_duplicate_mesh
UserPreferencesEdit.duplicate_metaball -> use_duplicate_metaball
UserPreferencesEdit.duplicate_particle -> use_duplicate_particle
UserPreferencesEdit.duplicate_surface -> use_duplicate_surface
UserPreferencesEdit.duplicate_text -> use_duplicate_text
UserPreferencesEdit.duplicate_texture -> use_duplicate_texture
UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode
UserPreferencesEdit.global_undo -> use_global_undo
UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke
UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke
UserPreferencesEdit.insertkey_xyz_to_rgb -> show_insertkey_xyz_to_rgb
UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed
UserPreferencesEdit.snap_rotate -> use_snap_grid_rotate
UserPreferencesEdit.snap_scale -> use_snap_grid_scale
UserPreferencesEdit.snap_translate -> use_snap_grid_translate
UserPreferencesEdit.use_auto_keying -> use_auto_keying
UserPreferencesEdit.use_negative_frames -> use_negative_frames
UserPreferencesEdit.use_visual_keying -> show_visual_keying
UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files
UserPreferencesFilePaths.compress_file -> use_file_compression
UserPreferencesFilePaths.filter_file_extensions -> show_only_file_extensions
UserPreferencesFilePaths.hide_dot_files_datablocks -> show_dot_files_datablocks
UserPreferencesFilePaths.load_ui -> use_load_ui
UserPreferencesFilePaths.save_preview_images -> use_save_preview_images
UserPreferencesFilePaths.use_relative_paths -> use_relative_paths
UserPreferencesInput.continuous_mouse -> use_continuous_mouse
UserPreferencesInput.emulate_3_button_mouse -> use_emulate_3_button_mouse
UserPreferencesInput.emulate_numpad -> use_emulate_numpad
UserPreferencesInput.invert_zoom_direction -> invert_zoom
UserPreferencesSystem.auto_execute_scripts -> use_scripts_auto_execute
UserPreferencesSystem.enable_all_codecs -> use_preview_images
UserPreferencesSystem.international_fonts -> use_fonts_international
UserPreferencesSystem.tabs_as_spaces -> use_tabs_as_spaces
UserPreferencesSystem.translate_buttons -> show_translate_buttons
UserPreferencesSystem.translate_toolbox -> show_translate_toolbox
UserPreferencesSystem.translate_tooltips -> show_translate_tooltips
UserPreferencesSystem.use_antialiasing -> show_antialiasing
UserPreferencesSystem.use_mipmaps -> use_mipmaps
UserPreferencesSystem.use_textured_fonts -> show_fonts_textured
UserPreferencesSystem.use_vbos -> use_vertex_buffer_objects
UserPreferencesSystem.use_weight_color_range -> show_weight_color_range
UserPreferencesView.auto_depth -> use_mouse_auto_depth
UserPreferencesView.auto_perspective -> show_auto_perspective
UserPreferencesView.directional_menus -> show_directional_menus
UserPreferencesView.display_object_info -> show_object_info
UserPreferencesView.global_pivot -> show_global_pivot
UserPreferencesView.global_scene -> show_global_scene
UserPreferencesView.open_mouse_over -> use_mouse_over_open
UserPreferencesView.pin_floating_panels -> show_pin_floating_panels
UserPreferencesView.rotate_around_selection -> use_rotate_around_selection
UserPreferencesView.show_mini_axis -> show_mini_axis
UserPreferencesView.show_playback_fps -> show_playback_fps
UserPreferencesView.show_splash -> show_splash
UserPreferencesView.show_view_name -> show_view_name
UserPreferencesView.tooltips -> use_tooltips
UserPreferencesView.use_column_layout -> show_column_layout
UserPreferencesView.use_large_cursors -> show_large_cursors
UserPreferencesView.use_manipulator -> show_manipulator
UserPreferencesView.use_middle_mouse_paste -> use_mouse_mmb_paste
UserPreferencesView.wheel_invert_zoom -> invert_mouse_wheel_zoom
UserPreferencesView.zoom_to_mouse -> use_zoom_ato_mouse
* UserSolidLight.enabled -> use
VertexPaint.all_faces -> use_all_faces
VertexPaint.normals -> use_normals
VertexPaint.spray -> use_spray
VisibilityActuator.children -> show_occluded_children
VisibilityActuator.occlusion -> show_occluded
VisibilityActuator.visible -> show
VoxelData.still -> use_still
WaveModifier.cyclic -> use_cyclic
WaveModifier.normals -> show_normals
WaveModifier.x -> use_x
WaveModifier.x_normal -> use_normal_x
WaveModifier.y -> use_y
WaveModifier.y_normal -> use_normal_y
WaveModifier.z_normal -> use_normal_z
World.blend_sky -> use_sky_blend
World.paper_sky -> use_sky_paper
World.real_sky -> use_sky_real
WorldLighting.falloff -> use_falloff
WorldLighting.pixel_cache -> use_ao_pixel_cache
WorldLighting.use_ambient_occlusion -> use_ao
WorldLighting.use_environment_lighting -> use_environment_lighting
WorldLighting.use_indirect_lighting -> use_indirect_lighting
WorldMistSettings.use_mist -> use_mist
WorldStarsSettings.use_stars -> use_stars
WorldTextureSlot.map_blend -> use_map_blend
WorldTextureSlot.map_horizon -> use_map_horizon
WorldTextureSlot.map_zenith_down -> use_map_zenith_down
WorldTextureSlot.map_zenith_up -> use_map_zenith_up

View File

@@ -1,19 +1,19 @@
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 -> use_lock: boolean Action Group is locked
ActionGroup.selected -> selected: boolean Action Group is selected
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.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 -> showonly_selected: boolean For Pose-Mode drawing, only draw ghosts for selected bones
AnimVizOnionSkinning.only_selected -> show_only_selected: boolean For Pose-Mode drawing, only draw ghosts for selected bones
Area.show_menus -> show_menus: boolean Show menus in the header
AreaLamp.dither -> use_dither: boolean Use 2x2 dithering for sampling (Constant Jittered sampling)
AreaLamp.jitter -> use_jitter: boolean Use noise for sampling (Constant Jittered sampling)
AreaLamp.only_shadow -> useonly_shadow: boolean Causes light to cast shadows only without illuminating objects
AreaLamp.shadow_layer -> useonly_shadow_layer: boolean Causes only objects on the same layer to cast shadows
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.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
@@ -25,29 +25,29 @@ 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_group_colors -> show_group_colors: boolean Draw bone group colors
Armature.draw_names -> show_names: boolean Draw bone names
Armature.ghost_only_selected -> showonly_ghost_selected: boolean
Armature.ghost_only_selected -> show_only_ghost_selected: boolean
Armature.layer -> layer: boolean Armature layer visibility
Armature.layer_protection -> layer_protection: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo
Armature.layer_protection -> layer_protect: 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.use_bone_envelopes -> use_bone_envelopes: boolean
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
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 -> useonly_vertex: boolean Bevel verts/corners, not edges
BezierSplinePoint.hidden -> hidden: boolean Visibility status
BezierSplinePoint.selected_control_point -> selected_control_point: boolean Control point selection status
BezierSplinePoint.selected_handle1 -> selected_handle1: boolean Handle 1 selection status
BezierSplinePoint.selected_handle2 -> selected_handle2: boolean Handle 2 selection status
BoidRule.in_air -> use_air: boolean Use rule when boid is flying
BoidRule.on_land -> use_land: boolean Use rule when boid is on land
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
BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
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
@@ -56,18 +56,18 @@ 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 -> is_connected: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail
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
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 -> hidden: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)
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
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.restrict_select -> restrict_select: boolean Bone is able to be selected
Bone.selected -> selected: boolean
Bone.selected -> select: boolean
BooleanProperty.default -> default: boolean, (read-only) Default value for this number
BooleanProperty.default_array -> default_array: boolean, (read-only) Default value for this array
Brush.use_accumulate -> use_accumulate: boolean Accumulate stroke dabs on top of each other
@@ -92,9 +92,9 @@ Camera.show_passepartout -> show_passepartout: boolean Show a darkened ove
Camera.show_title_safe -> show_title_safe: boolean Show indicators for the title safe zone in Camera view
CastModifier.from_radius -> use_radius_as_size: boolean Use radius as size of projection shape (0 = auto)
CastModifier.use_transform -> use_transform: boolean Use object transform to control projection shape
CastModifier.x -> use_x: boolean
CastModifier.y -> use_y: boolean
CastModifier.z -> use_z: boolean
CastModifier.x -> use_x: boolean
CastModifier.y -> use_y: boolean
CastModifier.z -> use_z: boolean
ChildOfConstraint.use_location_x -> use_location_x: boolean Use X Location of Parent
ChildOfConstraint.use_location_y -> use_location_y: boolean Use Y Location of Parent
ChildOfConstraint.use_location_z -> use_location_z: boolean Use Z Location of Parent
@@ -108,38 +108,38 @@ ClampToConstraint.cyclic -> use_cyclic: boolean Treat curve as cyclic curv
ClothCollisionSettings.enable_collision -> use_collision: boolean Enable collisions with other objects
ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean Enable self collisions
ClothSettings.pin_cloth -> use_pin_cloth: boolean Enable pinning of cloth vertices to other objects/positions
ClothSettings.stiffness_scaling -> use_stiffness_scaling: boolean If enabled, stiffness can be scaled along a weight painted vertex group
ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean If enabled, stiffness can be scaled along a weight painted vertex group
TODO * CollisionSensor.collision_type -> collision_type: boolean Toggle collision on material or property
CollisionSensor.pulse -> use_pulse: boolean Changes to the set of colliding objects generates pulse
CollisionSettings.enabled -> use_collision: boolean Enable this objects as a collider for physics systems
CollisionSettings.kill_particles -> use_particle_kill: boolean Kill collided particles
CompositorNodeAlphaOver.convert_premul -> use_convert_premultiply: boolean
CompositorNodeBlur.bokeh -> use_bokeh: boolean
CompositorNodeBlur.gamma -> use_gamma: boolean
CompositorNodeBlur.relative -> use_relative: boolean
CompositorNodeAlphaOver.convert_premul -> use_convert_premultiply: boolean
CompositorNodeBlur.bokeh -> use_bokeh: boolean
CompositorNodeBlur.gamma -> use_gamma_correct: boolean
CompositorNodeBlur.relative -> use_relative: boolean
CompositorNodeColorSpill.unspill -> use_unspill: boolean Compensate all channels (diffenrently) by hand
CompositorNodeCrop.crop_size -> use_crop_size: boolean Whether to crop the size of the input image
CompositorNodeDBlur.wrap -> use_wrap: boolean
CompositorNodeDBlur.wrap -> use_wrap: boolean
CompositorNodeDefocus.gamma_correction -> use_gamma_correct: boolean Enable gamma correction before and after main process
CompositorNodeDefocus.preview -> use_preview: boolean Enable sampling mode, useful for preview when using low samplecounts
CompositorNodeDefocus.use_zbuffer -> use_zbuffer: boolean Disable when using an image as input instead of actual zbuffer (auto enabled if node not image based, eg. time node)
CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean Simple star filter: add 45 degree rotation offset
CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean
CompositorNodeImage.cyclic -> use_cyclic: boolean
CompositorNodeInvert.alpha -> use_alpha: boolean
CompositorNodeInvert.rgb -> use_rgb: boolean
CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean
CompositorNodeImage.cyclic -> use_cyclic: boolean
CompositorNodeInvert.alpha -> use_alpha: boolean
CompositorNodeInvert.rgb -> invert_rgb: boolean
CompositorNodeLensdist.fit -> use_fit: boolean For positive distortion factor only: scale image such that black areas are not visible
CompositorNodeLensdist.jitter -> use_jitter: boolean Enable/disable jittering; faster, but also noisier
CompositorNodeLensdist.projector -> use_projector: boolean Enable/disable projector mode. Effect is applied in horizontal direction only
CompositorNodeMapValue.use_max -> use_max: boolean
CompositorNodeMapValue.use_min -> use_min: boolean
CompositorNodeMapValue.use_max -> use_max: boolean
CompositorNodeMapValue.use_min -> use_min: boolean
CompositorNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation
CompositorNodeOutputFile.exr_half -> use_exr_half: boolean
CompositorNodeOutputFile.exr_half -> use_exr_half: boolean
CompositorNodeVecBlur.curved -> use_curve: boolean Interpolate between frames in a bezier curve, rather than linearly
TODO * Constraint.active -> active: boolean Constraint is the one being edited
Constraint.disabled -> is_valid: boolean, (read-only) Constraint has invalid settings and will not be evaluated
Constraint.expanded -> show_expanded: boolean Constraint's panel is expanded in UI
Constraint.proxy_local -> proxy_local: boolean Constraint was added in this proxy instance (i.e. did not belong to source Armature)
Constraint.proxy_local -> is_proxy_local: boolean Constraint was added in this proxy instance (i.e. did not belong to source Armature)
ConstraintActuator.detect_material -> use_material_detect: boolean Detect material instead of property
ConstraintActuator.fh_normal -> use_fh_normal: boolean Add a horizontal spring force on slopes
ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean Keep object axis parallel to normal
@@ -182,7 +182,7 @@ Curve.use_path_follow -> use_path_follow: boolean Make curve path children
Curve.use_radius -> use_radius: boolean Option for paths: apply the curve radius with path following it and deforming
Curve.use_stretch -> use_stretch: boolean Option for curve-deform: makes deformed child to stretch along entire path
Curve.use_time_offset -> use_time_offset: boolean Children will use TimeOffs value as path distance offset
CurveMapPoint.selected -> selected: boolean Selection state of the curve point
CurveMapPoint.selected -> select: boolean Selection state of the curve point
CurveMapping.clip -> use_clip: boolean Force the curve view to fit a defined boundary
DelaySensor.repeat -> use_repeat: boolean Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics
DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean Generate speed vectors for vector blur
@@ -205,8 +205,8 @@ DopeSheet.display_texture -> show_texture: boolean Include visualization o
DopeSheet.display_transforms -> show_transforms: boolean Include visualization of Object-level Animation data (mostly Transforms)
DopeSheet.display_world -> show_world: boolean Include visualization of World related Animation data
DopeSheet.include_missing_nla -> show_missing_nla: boolean Include Animation Data blocks with no NLA data. (NLA Editor only)
DopeSheet.only_group_objects -> showonly_group_objects: boolean Only include channels from Objects in the specified Group
DopeSheet.only_selected -> showonly_selected: boolean Only include channels relating to selected objects and data
DopeSheet.only_group_objects -> show_only_group_objects: boolean Only include channels from Objects in the specified Group
DopeSheet.only_selected -> show_only_selected: boolean Only include channels relating to selected objects and data
Driver.invalid -> 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
DriverTarget.use_local_space_transforms -> use_local_space_transform: boolean Use transforms in Local Space (as opposed to the worldspace default)
@@ -216,24 +216,24 @@ EditBone.connected -> is_connected: boolean When bone has a parent, bone's
EditBone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects
EditBone.deform -> use_deform: boolean Bone does not deform any geometry
EditBone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes
EditBone.hidden -> hidden: boolean Bone is not visible when in Edit Mode
EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode
EditBone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
EditBone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone
EditBone.layer -> layer: boolean Layers bone exists in
EditBone.local_location -> use_local_location: boolean Bone location is set in local space
EditBone.locked -> use_lock: boolean Bone is not able to be transformed when in Edit Mode
EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode
EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
EditBone.restrict_select -> restrict_select: boolean Bone is able to be selected
EditBone.selected -> selected: boolean
EditBone.selected_head -> selected_head: boolean
EditBone.selected_tail -> selected_tail: boolean
EditObjectActuator.enable_3d_tracking -> use_tracking_3d: boolean Enable 3D tracking
EditBone.selected -> select: boolean
EditBone.selected_head -> select_head: boolean
EditBone.selected_tail -> select_tail: boolean
EditObjectActuator.enable_3d_tracking -> use_track_3d: boolean Enable 3D tracking
EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean Apply the rotation locally
EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean Apply the transformation locally
EditObjectActuator.replace_display_mesh -> use_display_mesh: boolean Replace the display mesh
EditObjectActuator.replace_physics_mesh -> use_physics_mesh: boolean Replace the physics mesh (triangle bounds only - compound shapes not supported)
EffectSequence.convert_float -> use_float: boolean Convert input to float data
EffectSequence.de_interlace -> use_de_interlace: boolean For video movies to remove fields
EffectSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
EffectSequence.flip_x -> use_flip_x: boolean Flip on the X axis
EffectSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
EffectSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
@@ -246,7 +246,7 @@ EffectSequence.use_proxy -> use_proxy: boolean Use a preview proxy for thi
EffectSequence.use_translation -> use_translation: boolean Translate image before processing
EffectorWeights.do_growing_hair -> use_hair_grow: boolean Use force fields when growing hair
EnvironmentMap.ignore_layers -> layer_ignore: boolean Hide objects on these layers when generating the Environment Map
EnvironmentMapTexture.use_filter_size_min -> filter_size_minimum: boolean Use Filter Size as a minimal filter value in pixels
EnvironmentMapTexture.use_filter_size_min -> filter_size_min: boolean Use Filter Size as a minimal filter value in pixels
EnvironmentMapTexture.mipmap -> use_mipmap: boolean Uses auto-generated MIP maps for the image
EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss: boolean Uses Gauss filter to sample down MIP maps
Event.alt -> alt: boolean, (read-only) True when the Alt/Option key is held
@@ -260,11 +260,11 @@ ExplodeModifier.split_edges -> use_edge_split: boolean Split face edges fo
ExplodeModifier.unborn -> show_unborn: boolean Show mesh when particles are unborn
FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean All auto-handles for F-Curve are clamped
NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating
FCurve.locked -> use_lock: boolean F-Curve's settings cannot be edited
FCurve.locked -> lock: boolean F-Curve's settings cannot be edited
FCurve.muted -> use_mute: boolean F-Curve is not evaluated
FCurve.selected -> selected: boolean F-Curve is selected for editing
NEGATE * FCurve.visible -> hidden: boolean F-Curve and its keyframes are shown in the Graph Editor graphs
FCurveSample.selected -> selected: boolean Selection status
FCurve.selected -> select: boolean F-Curve is selected for editing
NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs
FCurveSample.selected -> select: boolean Selection status
FModifier.active -> active: boolean F-Curve Modifier is the one being edited
NEGATE * FModifier.disabled -> enabled: boolean, (read-only) F-Curve Modifier has invalid settings and will not be evaluated
FModifier.expanded -> show_expanded: boolean F-Curve Modifier's panel is expanded in UI
@@ -312,16 +312,16 @@ FluidFluidSettings.active -> active: boolean Object contributes to the flu
FluidFluidSettings.export_animated_mesh -> use_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean Object will follow the heading and banking of the curve
FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean Objects scale by the curve radius
FollowPathConstraint.use_fixed_position -> use_fixed_position: boolean Object will stay locked to a single point somewhere along the length of the curve regardless of time
FollowPathConstraint.use_fixed_position -> use_fixed_location: boolean Object will stay locked to a single point somewhere along the length of the curve regardless of time
Function.registered -> registered: boolean, (read-only) Function is registered as callback as part of type registration
Function.registered_optional -> registered_optional: boolean, (read-only) Function is optionally registered as callback part of type registration
GPencilFrame.paint_lock -> lock_paint: boolean Frame is being edited (painted on)
GPencilFrame.selected -> selected: boolean Frame is selected for editing in the DopeSheet
GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet
GPencilLayer.active -> active: boolean Set active layer for editing
GPencilLayer.frame_lock -> lock_frame: boolean Lock current frame displayed by layer
GPencilLayer.hide -> hidden: boolean Set layer Visibility
GPencilLayer.locked -> use_lock: boolean Protect layer from further editing and/or frame changes
GPencilLayer.selected -> selected: boolean Layer is selected for editing in the DopeSheet
GPencilLayer.hide -> hide: boolean Set layer Visibility
GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes
GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet
GPencilLayer.show_points -> show_points: boolean Draw the points which make up the strokes (for debugging purposes)
GPencilLayer.use_onion_skinning -> use_onion_skin: boolean Ghost frames on either side of frame
GameBooleanProperty.value -> value: boolean Property value
@@ -354,7 +354,7 @@ GameSoftBodySettings.bending_const -> use_bending_constraint: boolean Enab
GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean Enable cluster collision between soft and rigid body
GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean Enable cluster collision between soft and soft body
GameSoftBodySettings.shape_match -> use_shape_match: boolean Enable soft body shape matching goal
GlowSequence.only_boost -> useonly_boost: boolean Show the glow buffer only
GlowSequence.only_boost -> use_only_boost: boolean Show the glow buffer only
GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean Only use the first and last parts of the stroke for snapping
Group.layer -> layer: boolean Layers visible when this groups is instanced as a dupli
ID.fake_user -> use_fake_user: boolean Saves this datablock even if it has no users
@@ -377,7 +377,7 @@ ImagePaint.use_occlude -> use_occlude: boolean Only paint onto the faces d
ImagePaint.use_projection -> use_projection: boolean Use projection painting for improved consistency in the brush strokes
ImagePaint.use_stencil_layer -> use_stencil_layer: boolean Set the mask layer from the UV layer buttons
ImageSequence.convert_float -> use_float: boolean Convert input to float data
ImageSequence.de_interlace -> use_de_interlace: boolean For video movies to remove fields
ImageSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
ImageSequence.flip_x -> use_flip_x: boolean Flip on the X axis
ImageSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
ImageSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
@@ -414,7 +414,7 @@ KeyMap.children_expanded -> show_expanded_children: boolean Children expan
KeyMap.items_expanded -> show_expanded_items: boolean Expanded in the user interface
TODO would use is_ * KeyMap.modal -> modal: boolean, (read-only) Indicates that a keymap is used for translate modal events for an operator
KeyMap.user_defined -> use_user_defined: boolean Keymap is defined by the user
KeyMapItem.active -> use_active: boolean Activate or deactivate item
KeyMapItem.active -> active: boolean Activate or deactivate item
TODO would use is_pressed * KeyMapItem.alt -> alt: boolean Alt key pressed
TODO would use is_pressed * KeyMapItem.any -> any: boolean Any modifier keys pressed
TODO would use is_pressed * KeyMapItem.ctrl -> ctrl: boolean Control key pressed
@@ -422,9 +422,9 @@ KeyMapItem.expanded -> show_expanded: boolean Show key map event and prope
TODO would use is_pressed * KeyMapItem.oskey -> oskey: boolean Operating system key pressed
TODO would use is_pressed * KeyMapItem.shift -> shift: boolean Shift key pressed
TODO * KeyboardSensor.all_keys -> all_keys: boolean Trigger this sensor on any keystroke
TODO would use is_ * Keyframe.selected -> selected: boolean Control point selection status
TODO would use is_ * Keyframe.selected_handle1 -> selected_handle1: boolean Handle 1 selection status
TODO would use is_ * Keyframe.selected_handle2 -> selected_handle2: boolean Handle 2 selection status
TODO would use is_ * Keyframe.selected -> select: boolean Control point selection status
TODO would use is_ * Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
TODO would use is_ * Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
KeyingSet.absolute -> use_absolute: boolean Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)
KeyingSet.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves
KeyingSet.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms'
@@ -436,13 +436,13 @@ KeyingSetPath.entire_array -> use_entire_array: boolean When an 'array/vec
KeyingSetPath.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves
KeyingSetPath.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms'
KeyingSetPath.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
KinematicConstraint.pos_lock_x -> use_lock_pos_x: boolean Constraint position along X axis
KinematicConstraint.pos_lock_y -> use_lock_pos_y: boolean Constraint position along Y axis
KinematicConstraint.pos_lock_z -> use_lock_pos_z: boolean Constraint position along Z axis
KinematicConstraint.rot_lock_x -> use_lock_rot_x: boolean Constraint rotation along X axis
KinematicConstraint.rot_lock_y -> use_lock_rot_y: boolean Constraint rotation along Y axis
KinematicConstraint.rot_lock_z -> use_lock_rot_z: boolean Constraint rotation along Z axis
KinematicConstraint.use_position -> use_position: boolean Chain follows position of target
KinematicConstraint.pos_lock_x -> lock_location_x: boolean Constraint position along X axis
KinematicConstraint.pos_lock_y -> lock_location_y: boolean Constraint position along Y axis
KinematicConstraint.pos_lock_z -> lock_location_z: boolean Constraint position along Z axis
KinematicConstraint.rot_lock_x -> lock_rotation_x: boolean Constraint rotation along X axis
KinematicConstraint.rot_lock_y -> lock_rotation_y: boolean Constraint rotation along Y axis
KinematicConstraint.rot_lock_z -> lock_rotation_z: boolean Constraint rotation along Z axis
KinematicConstraint.use_position -> use_location: boolean Chain follows position of target
KinematicConstraint.use_rotation -> use_rotation: boolean Chain follows rotation of target
KinematicConstraint.use_stretch -> use_stretch: boolean Enable IK Stretching
KinematicConstraint.use_tail -> use_tail: boolean Include bone's tail as last element in chain
@@ -457,23 +457,23 @@ LampTextureSlot.map_color -> use_map_color: boolean Lets the texture affec
LampTextureSlot.map_shadow -> use_map_shadow: boolean Lets the texture affect the shadow color of the lamp
Lattice.outside -> use_outside: boolean Only draw, and take into account, the outer vertices
LimitLocationConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well
LimitLocationConstraint.use_maximum_x -> use_maximum_x: boolean Use the maximum X value
LimitLocationConstraint.use_maximum_y -> use_maximum_y: boolean Use the maximum Y value
LimitLocationConstraint.use_maximum_z -> use_maximum_z: boolean Use the maximum Z value
LimitLocationConstraint.use_minimum_x -> use_minimum_x: boolean Use the minimum X value
LimitLocationConstraint.use_minimum_y -> use_minimum_y: boolean Use the minimum Y value
LimitLocationConstraint.use_minimum_z -> use_minimum_z: boolean Use the minimum Z value
LimitLocationConstraint.use_maximum_x -> use_x_max: boolean Use the maximum X value
LimitLocationConstraint.use_maximum_y -> use_y_max: boolean Use the maximum Y value
LimitLocationConstraint.use_maximum_z -> use_z_max: boolean Use the maximum Z value
LimitLocationConstraint.use_minimum_x -> use_x_min: boolean Use the minimum X value
LimitLocationConstraint.use_minimum_y -> use_y_min: boolean Use the minimum Y value
LimitLocationConstraint.use_minimum_z -> use_z_min: boolean Use the minimum Z value
LimitRotationConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well
LimitRotationConstraint.use_limit_x -> use_limit_x: boolean Use the minimum X value
LimitRotationConstraint.use_limit_y -> use_limit_y: boolean Use the minimum Y value
LimitRotationConstraint.use_limit_z -> use_limit_z: boolean Use the minimum Z value
LimitRotationConstraint.use_limit_x -> use_x_limit: boolean Use the minimum X value
LimitRotationConstraint.use_limit_y -> use_y_limit: boolean Use the minimum Y value
LimitRotationConstraint.use_limit_z -> use_z_limit: boolean Use the minimum Z value
LimitScaleConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well
LimitScaleConstraint.use_maximum_x -> use_maximum_x: boolean Use the maximum X value
LimitScaleConstraint.use_maximum_y -> use_maximum_y: boolean Use the maximum Y value
LimitScaleConstraint.use_maximum_z -> use_maximum_z: boolean Use the maximum Z value
LimitScaleConstraint.use_minimum_x -> use_minimum_x: boolean Use the minimum X value
LimitScaleConstraint.use_minimum_y -> use_minimum_y: boolean Use the minimum Y value
LimitScaleConstraint.use_minimum_z -> use_minimum_z: boolean Use the minimum Z value
LimitScaleConstraint.use_maximum_x -> use_x_max: boolean Use the maximum X value
LimitScaleConstraint.use_maximum_y -> use_y_max: boolean Use the maximum Y value
LimitScaleConstraint.use_maximum_z -> use_z_max: boolean Use the maximum Z value
LimitScaleConstraint.use_minimum_x -> use_x_min: boolean Use the minimum X value
LimitScaleConstraint.use_minimum_y -> use_y_min: boolean Use the minimum Y value
LimitScaleConstraint.use_minimum_z -> use_z_min: boolean Use the minimum Z value
Main.debug -> show_debug: boolean Print debugging information in console
Main.file_is_saved -> is_saved: boolean, (read-only) Has the current session been saved to disk as a .blend file
TODO * MaskModifier.invert -> invert: boolean Use vertices that are not part of region defined
@@ -537,8 +537,8 @@ MaterialTextureSlot.map_hardness -> use_map_hardness: boolean Causes the t
MaterialTextureSlot.map_mirror -> use_map_mirror: boolean Causes the texture to affect the mirror color
MaterialTextureSlot.map_normal -> use_map_normal: boolean Causes the texture to affect the rendered normal
MaterialTextureSlot.map_raymir -> use_map_raymir: boolean Causes the texture to affect the ray-mirror value
MaterialTextureSlot.map_reflection -> use_map_reflection: boolean Causes the texture to affect the reflected light's brightness
MaterialTextureSlot.map_scattering -> use_map_scattering: boolean Causes the texture to affect the volume's scattering
MaterialTextureSlot.map_reflection -> use_map_reflect: boolean Causes the texture to affect the reflected light's brightness
MaterialTextureSlot.map_scattering -> use_map_scatter: boolean Causes the texture to affect the volume's scattering
MaterialTextureSlot.map_specular -> use_map_specular: boolean Causes the texture to affect the value of specular reflectivity
MaterialTextureSlot.map_translucency -> use_map_translucency: boolean Causes the texture to affect the translucency value
MaterialTextureSlot.map_warp -> use_map_warp: boolean Let the texture warp texture coordinates of next channels
@@ -564,20 +564,20 @@ Mesh.use_mirror_topology -> use_mirror_topology: boolean Use topology base
Mesh.use_mirror_x -> use_mirror_x: boolean X Axis mirror editing
Mesh.use_paint_mask -> use_paint_mask: boolean Face selection masking for painting
Mesh.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
MeshColorLayer.active -> use_active: boolean Sets the layer as active for display and editing
MeshColorLayer.active_render -> use_active_render: boolean Sets the layer as active for rendering
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
MeshDeformModifier.dynamic -> dynamic: boolean Recompute binding dynamically on top of other deformers (slower and more memory consuming.)
MeshDeformModifier.invert -> invert: boolean Invert vertex group influence
MeshDeformModifier.is_bound -> is_bound: boolean, (read-only) Whether geometry has been bound to control cage
MeshEdge.fgon -> is_fgon: boolean, (read-only) Fgon edge
TODO * MeshEdge.hidden -> hidden: boolean
TODO * MeshEdge.hidden -> hide: boolean
MeshEdge.loose -> use_loose: boolean, (read-only) Loose edge
MeshEdge.seam -> use_seam: boolean Seam edge for UV unwrapping
TODO * MeshEdge.selected -> selected: boolean
TODO * MeshEdge.selected -> select: boolean
MeshEdge.sharp -> use_sharp: boolean Sharp edge for the EdgeSplit modifier
TODO would use is_ * MeshFace.hidden -> hidden: boolean
TODO would use is_ * MeshFace.selected -> selected: boolean
TODO would use is_ * MeshFace.smooth -> smooth: boolean
TODO would use is_ * MeshFace.hidden -> hide: boolean
TODO would use is_ * MeshFace.selected -> select: boolean
TODO would use is_ * MeshFace.smooth -> use_smooth: boolean
MeshTextureFace.alpha_sort -> use_alpha_sort: boolean Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)
MeshTextureFace.billboard -> use_billboard: boolean Billboard with Z-axis constraint
MeshTextureFace.collision -> use_collision: boolean Use face for collision and ray-sensor detection
@@ -590,16 +590,16 @@ MeshTextureFace.shared -> use_blend_shared: boolean Blend vertex colors ac
MeshTextureFace.tex -> use_render_texture: boolean Render face with texture
MeshTextureFace.text -> use_bitmap_text: boolean Enable bitmap text on face
MeshTextureFace.twoside -> use_twoside: boolean Render face two-sided
MeshTextureFace.uv_pinned -> use_uv_pinned: boolean
MeshTextureFace.uv_selected -> use_uv_selected: boolean
MeshTextureFace.uv_pinned -> uv_pin: boolean
MeshTextureFace.uv_selected -> uv_select: boolean
TODO * MeshTextureFaceLayer.active -> active: boolean Sets the layer as active for display and editing
TODO * MeshTextureFaceLayer.active_clone -> active_clone: boolean Sets the layer as active for cloning
TODO * MeshTextureFaceLayer.active_render -> active_render: boolean Sets the layer as active for rendering
TODO * MeshVertex.hidden -> hidden: boolean
TODO would use is_ * MeshVertex.selected -> selected: boolean
TODO * MeshVertex.hidden -> hide: boolean
TODO would use is_ * MeshVertex.selected -> select: boolean
MetaBall.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object
TODO * MetaElement.hide -> hide: boolean Hide element
TODO would use is_ * MetaElement.negative -> negative: boolean Set metaball as negative one
TODO would use is_ * MetaElement.negative -> use_negative: boolean Set metaball as negative one
MetaSequence.convert_float -> use_convert_float: boolean Convert input to float data
MetaSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
MetaSequence.flip_x -> use_flip_x: boolean Flip on the X axis
@@ -626,7 +626,7 @@ Modifier.realtime -> show_realtime: boolean Realtime display of a modifier
Modifier.render -> use_render: boolean Use modifier during rendering
TODO * MotionPath.editing -> editing: boolean Path is being edited
TODO * MotionPath.use_bone_head -> use_bone_head: boolean, (read-only) For PoseBone paths, use the bone head location when calculating this path
TODO would use is_ * MotionPathVert.selected -> selected: boolean Path point is selected for editing
TODO would use is_ * MotionPathVert.selected -> select: boolean Path point is selected for editing
MovieSequence.convert_float -> use_convert_float: boolean Convert input to float data
MovieSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
MovieSequence.flip_x -> use_flip_x: boolean Flip on the X axis
@@ -662,14 +662,14 @@ TODO I'd use is_ * NlaStrip.active -> active: boolean, (read-only) NLA Str
NlaStrip.animated_influence -> use_animated_influence: boolean Influence setting is controlled by an F-Curve rather than automatically determined
NlaStrip.animated_time -> use_animated_time: boolean Strip time is controlled by an F-Curve rather than automatically determined
NlaStrip.animated_time_cyclic -> use_animated_time_cyclic: boolean Cycle the animated time within the action start & end
NlaStrip.auto_blending -> use_auto_blending: boolean Number of frames for Blending In/Out is automatically determined from overlapping strips
NlaStrip.auto_blending -> use_auto_blend: boolean Number of frames for Blending In/Out is automatically determined from overlapping strips
TODO I'd use is_ * NlaStrip.muted -> muted: boolean NLA Strip is not evaluated
TODO I'd use is_ * NlaStrip.reversed -> reversed: boolean NLA Strip is played back in reverse order (only when timing is automatically determined)
TODO I'd use is_ * NlaStrip.selected -> selected: boolean NLA Strip is selected
TODO I'd use is_ * NlaStrip.selected -> select: boolean NLA Strip is selected
TODO I'd use is_ * NlaTrack.active -> active: boolean, (read-only) NLA Track is active
TODO I'd use is_ * NlaTrack.locked -> locked: boolean NLA Track is locked
TODO I'd use is_ * NlaTrack.locked -> lock: boolean NLA Track is locked
TODO I'd use is_ * NlaTrack.muted -> muted: boolean NLA Track is not evaluated
TODO I'd use is_ * NlaTrack.selected -> selected: boolean NLA Track is selected
TODO I'd use is_ * NlaTrack.selected -> select: boolean NLA Track is selected
NlaTrack.solo -> is_solo: boolean, (read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)
Object.draw_axis -> show_axis: boolean Displays the object's origin and axis
Object.draw_bounds -> show_bounds: boolean Displays the object's bounds
@@ -677,7 +677,7 @@ Object.draw_name -> show_name: boolean Displays the object's name
Object.draw_texture_space -> show_texture_space: boolean Displays the object's texture space
Object.draw_transparent -> show_transparent: boolean Enables transparent materials for the object (Mesh only)
Object.draw_wire -> show_wire: boolean Adds the object's wireframe over solid drawing
TODO * Object.duplis_used -> is_duplis_used: boolean, (read-only)
TODO * Object.duplis_used -> is_duplis_used: boolean, (read-only)
TODO * Object.layers -> layers: boolean Layers the object is on
Object.lock_location -> lock_location: boolean Lock editing of location in the interface
Object.lock_rotation -> lock_rotation: boolean Lock editing of rotation in the interface
@@ -687,7 +687,7 @@ Object.lock_scale -> lock_scale: boolean Lock editing of scale in the inte
TODO * Object.restrict_render -> use_limit_render: boolean Restrict renderability
TODO * Object.restrict_select -> use_limit_select: boolean Restrict selection in the viewport
TODO * Object.restrict_view -> use_limit_view: boolean Restrict visibility in the viewport
TODO * Object.selected -> selected: boolean Object selection state
TODO * Object.selected -> select: boolean Object selection state
Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean Apply shape keys in edit mode (for Meshes only)
Object.shape_key_lock -> show_shape_key: boolean Always show the current Shape for this Object
Object.slow_parent -> use_slow_parent: boolean Create a delay in the parent relationship
@@ -710,23 +710,23 @@ TODO * ObjectActuator.servo_limit_x -> use_limit_servo_x: boolean Set lim
TODO * ObjectActuator.servo_limit_y -> use_limit_servo_y: boolean Set limit to force along the Y axis
TODO * ObjectActuator.servo_limit_z -> use_limit_servo_z: boolean Set limit to force along the Z axis
TODO * ObjectBase.layers -> layers: boolean Layers the object base is on
TODO * ObjectBase.selected -> selected: boolean Object base selection state
TODO * ObjectBase.selected_user -> is_selected_user: boolean, (read-only) Object base user selection state, used to restore user selection after transformations
TODO could be is_ * ObstacleFluidSettings.active -> use_active: boolean Object contributes to the fluid simulation
TODO * ObjectBase.selected -> select: boolean Object base selection state
TODO * ObjectBase.selected_user -> is_select_user: boolean, (read-only) Object base user selection state, used to restore user selection after transformations
TODO could be is_ * ObstacleFluidSettings.active -> active: boolean Object contributes to the fluid simulation
ObstacleFluidSettings.export_animated_mesh -> use_export_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
TODO * Operator.has_reports -> has_reports: boolean, (read-only) Operator has a set of reports (warnings and errors) from last execution
OperatorStrokeElement.flip -> use_flip: boolean
OutflowFluidSettings.active -> use_active: boolean Object contributes to the fluid simulation
OperatorStrokeElement.flip -> use_flip: boolean
OutflowFluidSettings.active -> active: boolean Object contributes to the fluid simulation
OutflowFluidSettings.export_animated_mesh -> use_export_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
Paint.fast_navigate -> show_low_resolution: boolean For multires, show low resolution while navigating the view
Paint.show_brush -> show_brush: boolean
TODO * Panel.bl_default_closed -> bl_default_closed: boolean
TODO * Panel.bl_show_header -> bl_show_header: boolean
Paint.show_brush -> show_brush: boolean
TODO * Panel.bl_default_closed -> bl_default_closed: boolean
TODO * Panel.bl_show_header -> bl_show_header: boolean
ParentActuator.compound -> use_compound: boolean Add this object shape to the parent shape (only if the parent shape is already compound)
ParentActuator.ghost -> use_ghost: boolean Make this object ghost while parented (only if not compound)
TODO * Particle.no_disp -> no_disp: boolean
TODO * Particle.rekey -> rekey: boolean
TODO * Particle.unexist -> unexist: boolean
TODO * Particle.no_disp -> no_disp: boolean
TODO * Particle.rekey -> rekey: boolean
TODO * Particle.unexist -> unexist: boolean
ParticleBrush.use_puff_volume -> use_puff_volume: boolean Apply puff to unselected end-points, (helps maintain hair volume when puffing root)
ParticleEdit.add_interpolate -> use_add_interpolate: boolean Interpolate new particles from the existing ones
ParticleEdit.auto_velocity -> use_auto_velocity: boolean Calculate point velocities automatically
@@ -754,8 +754,8 @@ ParticleSettings.billboard_lock -> lock_billboard: boolean Lock the billbo
ParticleSettings.boids_2d -> lock_boids_to_surface: boolean Constrain boids to a surface
ParticleSettings.branching -> use_branching: boolean Branch child paths from each other
ParticleSettings.child_effector -> use_child_effector: boolean Apply effectors to children
ParticleSettings.child_guide -> use_child_guide: boolean
ParticleSettings.child_render -> use_child_render: boolean
ParticleSettings.child_guide -> use_child_guide: boolean
ParticleSettings.child_render -> use_child_render: boolean
ParticleSettings.die_on_collision -> use_die_on_collision: boolean Particles die when they collide with a deflector object
ParticleSettings.died -> show_died: boolean Show particles after they have died
ParticleSettings.draw_health -> show_health: boolean Draw boid health
@@ -764,7 +764,7 @@ ParticleSettings.enable_simplify -> use_simplify: boolean Remove child str
ParticleSettings.even_distribution -> use_even_distribution: boolean Use even distribution from faces based on face areas or edge lengths
ParticleSettings.grid_invert -> invert_grid: boolean Invert what is considered object and what is not
ParticleSettings.hair_bspline -> use_hair_bspline: boolean Interpolate hair using B-Splines
TODO * ParticleSettings.hair_geometry -> hair_geometry: boolean
TODO * ParticleSettings.hair_geometry -> hair_geometry: boolean
ParticleSettings.material_color -> show_material_color: boolean Draw particles using material's diffuse color
ParticleSettings.num -> use_number: boolean Show particle number
ParticleSettings.parent -> use_parent: boolean Render parent particles
@@ -785,7 +785,7 @@ ParticleSettings.use_global_dupli -> use_global_dupli: boolean Use object'
ParticleSettings.use_group_count -> use_group_count: boolean Use object multiple times in the same group
ParticleSettings.velocity -> show_velocity: boolean Show particle velocity
ParticleSettings.velocity_length -> use_velocity_length: boolean Multiply line length by particle speed
TODO * ParticleSettings.viewport -> viewport: boolean
TODO * ParticleSettings.viewport -> viewport: boolean
ParticleSettings.whole_group -> use_whole_group: boolean Use whole group at once
ParticleSystem.editable -> is_editable: boolean, (read-only) Particle system can be edited in particle mode
ParticleSystem.edited -> is_edited: boolean, (read-only) Particle system has been edited in particle mode
@@ -805,14 +805,14 @@ ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughnes
ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size: boolean Negate the effect of the size vertex group
ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent: boolean Negate the effect of the tangent vertex group
ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity: boolean Negate the effect of the velocity vertex group
TODO * ParticleTarget.valid -> valid: boolean Keyed particles target is valid
PivotConstraint.use_relative_position -> use_relative_position: boolean Offset will be an absolute point in space instead of relative to the target
PointCache.baked -> is_baked: boolean, (read-only)
TODO * PointCache.baking -> baking: boolean, (read-only)
TODO * ParticleTarget.valid -> is_valid: boolean Keyed particles target is valid
PivotConstraint.use_relative_position -> use_relative_location: boolean Offset will be an absolute point in space instead of relative to the target
PointCache.baked -> is_baked: boolean, (read-only)
TODO * PointCache.baking -> baking: boolean, (read-only)
PointCache.disk_cache -> use_disk_cache: boolean Save cache files to disk (.blend file must be saved first)
PointCache.external -> use_external: boolean Read cache from an external location
TODO * PointCache.frames_skipped -> frames_skipped: boolean, (read-only)
PointCache.outdated -> is_outdated: boolean, (read-only)
TODO * PointCache.frames_skipped -> frames_skipped: boolean, (read-only)
PointCache.outdated -> is_outdated: boolean, (read-only)
PointCache.quick_cache -> use_quick_cache: boolean Update simulation with cache steps
PointCache.use_library_path -> use_library_path: boolean Use this files path when library linked into another file.
PointDensity.turbulence -> use_turbulence: boolean Add directed noise to the density at render-time
@@ -833,7 +833,7 @@ PoseBone.lock_rotation -> lock_rotation: boolean Lock editing of rotation
PoseBone.lock_rotation_w -> lock_rotation_w: boolean Lock editing of 'angle' component of four-component rotations in the interface
PoseBone.lock_rotations_4d -> lock_rotations_4d: boolean Lock editing of four component rotations by components (instead of as Eulers)
PoseBone.lock_scale -> lock_scale: boolean Lock editing of scale in the interface
TODO * PoseBone.selected -> selected: boolean
TODO * PoseBone.selected -> select: boolean
PoseTemplateSettings.generate_def_rig -> use_generate_def_rig: boolean Create a copy of the metarig, constrainted by the generated rig
Property.is_never_none -> is_never_none: boolean, (read-only) True when this value can't be set to None
Property.is_readonly -> is_readonly: boolean, (read-only) Property is editable through RNA
@@ -849,8 +849,8 @@ RaySensor.x_ray_mode -> use_x_ray_mode: boolean Toggle X-Ray option (see t
RegionView3D.box_clip -> use_box_clip: boolean Clip objects based on what's visible in other side views
RegionView3D.box_preview -> show_synced_view: boolean Sync view position between side views
RegionView3D.lock_rotation -> lock_rotation: boolean Lock view rotation in side views
TODO * RenderEngine.bl_postprocess -> use_bl_postprocess: boolean
TODO * RenderEngine.bl_preview -> use_bl_preview: boolean
TODO * RenderEngine.bl_postprocess -> use_bl_postprocess: boolean
TODO * RenderEngine.bl_preview -> use_bl_preview: boolean
TODO * RenderLayer.all_z -> all_z: boolean, (read-only) Fill in Z values for solid faces in invisible layers, for masking
TODO * RenderLayer.edge -> edge: boolean, (read-only) Render Edge-enhance in this Layer (only works for Solid faces)
TODO * RenderLayer.enabled -> enabled: boolean, (read-only) Disable or enable the render layer
@@ -936,10 +936,10 @@ RenderSettings.use_local_coords -> use_local_coords: boolean Vertex coordi
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_raytracing -> use_raytracing: boolean Pre-calculate the raytrace accelerator and render raytracing effects
RenderSettings.use_raytracing -> use_raytrace: boolean Pre-calculate the raytrace accelerator and render raytracing effects
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
RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean
RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview: boolean
RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean
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_sss -> use_sss: boolean Calculate sub-surface scattering in materials rendering
@@ -1045,20 +1045,20 @@ Sensor.pulse_false_level -> use_pulse_false_level: boolean Activate FALSE
Sensor.pulse_true_level -> use_pulse_true_level: boolean Activate TRUE level triggering (pulse mode)
Sensor.tap -> use_tap: boolean Trigger controllers only for an instant, even while the sensor remains true
TODO * Sequence.frame_locked -> frame_locked: boolean Lock the animation curve to the global frame counter
TODO * Sequence.left_handle_selected -> left_handle_selected: boolean
TODO * Sequence.left_handle_selected -> select_left_handle: boolean
TODO * Sequence.lock -> lock: boolean Lock strip so that it can't be transformed
TODO * Sequence.mute -> mute: boolean
TODO * Sequence.right_handle_selected -> right_handle_selected: boolean
TODO * Sequence.selected -> selected: boolean
TODO * Sequence.mute -> mute: boolean
TODO * Sequence.right_handle_selected -> select_right_handle: boolean
TODO * Sequence.selected -> select: boolean
TODO * Sequence.use_effect_default_fade -> use_effect_default_fade: boolean Fade effect using the built-in default (usually make transition as long as effect strip)
SequenceColorBalance.inverse_gain -> invert_gain: boolean
SequenceColorBalance.inverse_gamma -> invert_gamma: boolean
SequenceColorBalance.inverse_lift -> invert_lift: boolean
SequenceColorBalance.inverse_gain -> invert_gain: boolean
SequenceColorBalance.inverse_gamma -> invert_gamma: boolean
SequenceColorBalance.inverse_lift -> invert_lift: boolean
ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse
ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal
ShaderNodeExtendedMaterial.specular -> use_specular: boolean Material Node outputs Specular
ShaderNodeMapping.clamp_maximum -> use_clamp_to_maximum: boolean Clamp the output coordinate to a maximum value
ShaderNodeMapping.clamp_minimum -> use_clamp_to_minimum: boolean Clamp the output coordinate to a minimum value
ShaderNodeMapping.clamp_maximum -> use_clamp_to_max: boolean Clamp the output coordinate to a maximum value
ShaderNodeMapping.clamp_minimum -> use_clamp_to_min: boolean Clamp the output coordinate to a minimum value
ShaderNodeMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse
ShaderNodeMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal
ShaderNodeMaterial.specular -> use_specular: boolean Material Node outputs Specular
@@ -1070,14 +1070,14 @@ TODO see below* ShrinkwrapConstraint.use_y -> use_y: boolean Projection ov
TODO see below* ShrinkwrapConstraint.use_z -> use_z: boolean Projection over Z Axis
ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces: boolean Stop vertices from projecting to a back face on the target
ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces: boolean Stop vertices from projecting to a front face on the target
ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean
ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean
TODO * ShrinkwrapModifier.negative -> negative: boolean Allow vertices to move in the negative direction of axis
TODO * ShrinkwrapModifier.positive -> positive: boolean Allow vertices to move in the positive direction of axis
ShrinkwrapModifier.x -> use_x: boolean
ShrinkwrapModifier.y -> use_y: boolean
ShrinkwrapModifier.z -> use_z: boolean
SimpleDeformModifier.lock_x_axis -> lock_axis_x: boolean
SimpleDeformModifier.lock_y_axis -> lock_axis_y: boolean
ShrinkwrapModifier.x -> use_x: boolean
ShrinkwrapModifier.y -> use_y: boolean
ShrinkwrapModifier.z -> use_z: boolean
SimpleDeformModifier.lock_x_axis -> lock_axis_x: boolean
SimpleDeformModifier.lock_y_axis -> lock_axis_y: boolean
SimpleDeformModifier.relative -> use_relative: boolean Sets the origin of deform space to be relative to the object
SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke: boolean Enable smoke to disappear over time
SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log: boolean Using 1/x
@@ -1085,9 +1085,9 @@ SmokeDomainSettings.highres -> use_highres: boolean Enable high resolution
SmokeDomainSettings.initial_velocity -> use_initial_velocity: boolean Smoke inherits it's velocity from the emitter particle
SmokeDomainSettings.viewhighres -> show_highres: boolean Show high resolution (using amplification)
NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean Deletes smoke from simulation
SmoothModifier.x -> use_x: boolean
SmoothModifier.y -> use_y: boolean
SmoothModifier.z -> use_z: boolean
SmoothModifier.x -> use_x: boolean
SmoothModifier.y -> use_y: boolean
SmoothModifier.z -> use_z: boolean
SoftBodySettings.auto_step -> use_auto_step: boolean Use velocities for automagic step sizes
SoftBodySettings.diagnose -> use_diagnose: boolean Turn on SB diagnose console prints
SoftBodySettings.edge_collision -> use_edge_collision: boolean Edges collide too
@@ -1103,7 +1103,7 @@ SolidifyModifier.use_even_offset -> use_even_offset: boolean Maintain thic
SolidifyModifier.use_quality_normals -> use_quality_normals: boolean Calculate normals which result in more even thickness (slow, disable when not needed)
SolidifyModifier.use_rim -> use_rim: boolean Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)
SolidifyModifier.use_rim_material -> use_rim_material: boolean Use in the next material for rim faces
Sound.caching -> use_ram_caching: boolean The sound file is decoded and loaded into RAM
Sound.caching -> use_ram_cache: boolean The sound file is decoded and loaded into RAM
SoundActuator.enable_sound_3d -> use_sound_3d: boolean Enable/Disable 3D Sound
SpaceConsole.show_report_debug -> show_report_debug: boolean Display debug reporting info
SpaceConsole.show_report_error -> show_report_error: boolean Display error text
@@ -1127,7 +1127,7 @@ SpaceGraphEditor.show_handles -> show_handles: boolean Show handles of Bez
SpaceGraphEditor.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames
SpaceGraphEditor.show_sliders -> show_sliders: boolean Show sliders beside F-Curve channels
SpaceImageEditor.draw_repeated -> show_repeated: boolean Draw the image repeated outside of the main view
SpaceImageEditor.image_painting -> use_image_painting: boolean Enable image painting mode
SpaceImageEditor.image_painting -> use_image_paint: boolean Enable image painting mode
SpaceImageEditor.image_pin -> show_image_pin: boolean Display current image regardless of object selection
SpaceImageEditor.show_paint -> show_paint: boolean, (read-only) Show paint related properties
SpaceImageEditor.show_render -> show_render: boolean, (read-only) Show render related properties
@@ -1169,13 +1169,13 @@ SpaceTextEditor.overwrite -> use_overwrite: boolean Overwrite characters w
SpaceTextEditor.syntax_highlight -> use_syntax_highlight: boolean Syntax highlight for scripting
SpaceTextEditor.word_wrap -> use_word_wrap: boolean Wrap words if there is not enough horizontal space
SpaceTimeline.only_selected -> use_only_selected: boolean Show keyframes for active Object and/or its selected channels only
SpaceTimeline.play_all_3d -> use_play_all_3d: boolean
SpaceTimeline.play_anim -> use_play_anim: boolean
SpaceTimeline.play_buttons -> use_play_buttons: boolean
SpaceTimeline.play_image -> use_play_image: boolean
SpaceTimeline.play_nodes -> use_play_nodes: boolean
SpaceTimeline.play_sequencer -> use_play_sequencer: boolean
SpaceTimeline.play_top_left -> use_play_top_left: boolean
SpaceTimeline.play_all_3d -> use_play_all_3d: boolean
SpaceTimeline.play_anim -> use_play_anim: boolean
SpaceTimeline.play_buttons -> use_play_buttons: boolean
SpaceTimeline.play_image -> use_play_image: boolean
SpaceTimeline.play_nodes -> use_play_nodes: boolean
SpaceTimeline.play_sequencer -> use_play_sequencer: boolean
SpaceTimeline.play_top_left -> use_play_top_left: boolean
SpaceTimeline.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line
SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds: boolean Constraint to stay within the image bounds while editing
SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean Draw edges after modifiers are applied
@@ -1203,10 +1203,10 @@ SpaceView3D.outline_selected -> show_outline_selected: boolean Show an out
SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean Manipulate object centers only
SpaceView3D.relationship_lines -> show_relationship_lines: boolean Show dashed lines indicating parent or constraint relationships
SpaceView3D.textured_solid -> show_textured_solid: boolean Display face-assigned textures in solid view
TODO * SpaceView3D.used_layers -> used_layers: boolean, (read-only) Layers that contain something
TODO * SpaceView3D.used_layers -> layers_used: boolean, (read-only) Layers that contain something
SpeedControlSequence.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
SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean Interpret the F-Curve value as a velocity instead of a frame number
SpeedControlSequence.frame_blending -> use_frame_blending: boolean Blend two frames into the target for a smoother result
SpeedControlSequence.frame_blending -> use_frame_blend: boolean Blend two frames into the target for a smoother result
Spline.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.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.cyclic_u -> use_cyclic_u: boolean Make this curve or surface a closed loop in the U direction
@@ -1219,8 +1219,8 @@ SplineIKConstraint.chain_offset -> use_chain_offset: boolean Offset the en
TODO * SplineIKConstraint.even_divisions -> use_even_divisions: boolean Ignore the relative lengths of the bones when fitting to the curve
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
SplineIKConstraint.y_stretch -> use_y_stretch: boolean Stretch the Y axis of the bones to fit the curve
TODO * SplinePoint.hidden -> hidden: boolean Visibility status
TODO * SplinePoint.selected -> selected: boolean Selection status
TODO * SplinePoint.hidden -> hide: boolean Visibility status
TODO * SplinePoint.selected -> select_control_point: boolean Selection status
SpotLamp.auto_clip_end -> use_auto_clip_end: boolean Automatic calculation of clipping-end, based on visible vertices
SpotLamp.auto_clip_start -> use_auto_clip_start: boolean Automatic calculation of clipping-start, based on visible vertices
SpotLamp.halo -> use_halo: boolean Renders spotlight with a volumetric halo (Buffer Shadows)
@@ -1229,25 +1229,25 @@ SpotLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects
SpotLamp.show_cone -> show_cone: boolean Draw transparent cone in 3D view to visualize which objects are contained in it
SpotLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance
SpotLamp.square -> use_square: boolean Casts a square spot light shape
TODO * StateActuator.state -> state: boolean
TODO * StateActuator.state -> state: boolean
SubsurfModifier.optimal_display -> show_optimal: boolean Skip drawing/rendering of interior subdivided edges
SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean Use subsurf to subdivide UVs
SunLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects
SunLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows
SurfaceCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
SurfaceCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
TexMapping.has_maximum -> use_clip_to_maximum: boolean Whether to use maximum clipping value
TexMapping.has_minimum -> use_clip_to_minimum: boolean Whether to use minimum clipping value
TexMapping.has_maximum -> use_clip_to_max: boolean Whether to use maximum clipping value
TexMapping.has_minimum -> use_clip_to_min: boolean Whether to use minimum clipping value
Text.dirty -> is_dirty: boolean, (read-only) Text file has been edited since last save
Text.memory -> is_in_memory: boolean, (read-only) Text file is in memory, without a corresponding file on disk
Text.modified -> is_modified: boolean, (read-only) Text file on disk is different than the one in memory
Text.tabs_as_spaces -> use_tabs_as_spaces: boolean Automatically converts all new tabs into spaces
Text.use_module -> use_module: boolean Register this text as a module on loading, Text name must end with '.py'
TextCharacterFormat.bold -> use_bold: boolean
TextCharacterFormat.italic -> use_italic: boolean
TextCharacterFormat.style -> use_style: boolean
TextCharacterFormat.underline -> use_underline: boolean
TextCharacterFormat.wrap -> use_wrap: boolean
TextCharacterFormat.bold -> use_bold: boolean
TextCharacterFormat.italic -> use_italic: boolean
TextCharacterFormat.style -> use_style: boolean
TextCharacterFormat.underline -> use_underline: boolean
TextCharacterFormat.wrap -> use_wrap: boolean
TextCurve.fast -> use_fast_editing: boolean Don't fill polygons while editing
TextCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
TextCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
@@ -1261,8 +1261,8 @@ TextureSlot.negate -> use_negate: boolean Inverts the values of the textur
TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean Converts texture RGB values to intensity (gray) values
TextureSlot.stencil -> use_stencil: boolean Use this texture as a blending value on the next texture
ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean Allow the use of colors indicating constraints/keyed status
ThemeWidgetColors.shaded -> show_shaded: boolean
TODO * TimelineMarker.selected -> selected: boolean Marker selection state
ThemeWidgetColors.shaded -> show_shaded: boolean
TODO * TimelineMarker.selected -> select: boolean Marker selection state
ToolSettings.auto_normalize -> use_auto_normalize: boolean Ensure all bone-deforming vertex groups add up to 1.0 while weight painting
ToolSettings.automerge_editing -> use_automerge_editing: boolean Automatically merge vertices moved to the same location
ToolSettings.bone_sketching -> use_bone_sketching: boolean DOC BROKEN
@@ -1276,13 +1276,13 @@ ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean Align
ToolSettings.snap_peel_object -> use_snap_peel_object: boolean Consider objects as whole when finding volume center
ToolSettings.snap_project -> use_snap_project: boolean Project vertices on the surface of other objects
ToolSettings.use_auto_keying -> use_keyframe_insert_auto: boolean Automatic keyframe insertion for Objects and Bones
TODO * ToolSettings.uv_local_view -> showonly_uv_local_view: boolean Draw only faces with the currently displayed image assigned
TODO * ToolSettings.uv_local_view -> show_only_uv_local_view: boolean Draw only faces with the currently displayed image assigned
ToolSettings.uv_sync_selection -> use_uv_sync_selection: boolean Keep UV and edit mode mesh selection in sync
TrackToConstraint.target_z -> use_target_z: boolean Target's Z axis, not World Z axis, will constraint the Up direction
TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean Extrapolate ranges
TransformSequence.uniform_scale -> use_uniform_scale: boolean Scale uniformly, preserving aspect ratio
UILayout.active -> active: boolean
UILayout.enabled -> enabled: boolean
UILayout.active -> active: boolean
UILayout.enabled -> enabled: boolean
UVProjectModifier.override_image -> show_override_image: boolean Override faces' current images with the given image
UnitSettings.use_separate -> use_separate: boolean Display units in pairs
UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_auto_available: boolean Automatic keyframe insertion in available curves
@@ -1312,10 +1312,9 @@ UserPreferencesEdit.snap_translate -> use_snap_grid_translate: boolean Sna
UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean Automatic keyframe insertion for Objects and Bones
UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean Current frame number can be manually set to a negative value
UserPreferencesEdit.use_visual_keying -> show_visual_keying: boolean Use Visual keying automatically for constrained objects
UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files: boolean Automatic saving of temporary files
UserPreferencesFilePaths.compress_file -> use_file_compression: boolean Enable file compression when saving .blend files
UserPreferencesFilePaths.filter_file_extensions -> showonly_file_extensions: boolean Display only files with extensions in the image select window
UserPreferencesFilePaths.filter_file_extensions -> show_only_file_extensions: boolean Display only files with extensions in the image select window
UserPreferencesFilePaths.hide_dot_files_datablocks -> show_dot_files_datablocks: boolean Hide files/datablocks that start with a dot(.*)
UserPreferencesFilePaths.load_ui -> use_load_ui: boolean Load user interface setup when loading .blend files
UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean Enables automatic saving of preview images in the .blend file
@@ -1374,9 +1373,9 @@ WaveModifier.z_normal -> use_normal_z: boolean Enable displacement along t
World.blend_sky -> use_sky_blend: boolean Render background with natural progression from horizon to zenith
World.paper_sky -> use_sky_paper: boolean Flatten blend or texture coordinates
World.real_sky -> use_sky_real: boolean Render background with a real horizon, relative to the camera angle
WorldLighting.falloff -> use_falloff: boolean
WorldLighting.pixel_cache -> use_ambient_occlusion_pixel_cache: boolean Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)
WorldLighting.use_ambient_occlusion -> use_ambient_occlusion: boolean Use Ambient Occlusion to add shadowing based on distance between objects
WorldLighting.falloff -> use_falloff: boolean
WorldLighting.pixel_cache -> use_ao_pixel_cache: boolean Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)
WorldLighting.use_ambient_occlusion -> use_ao: boolean Use Ambient Occlusion to add shadowing based on distance between objects
WorldLighting.use_environment_lighting -> use_environment_lighting: boolean Add light coming from the environment
WorldLighting.use_indirect_lighting -> use_indirect_lighting: boolean Add indirect light bouncing of surrounding objects
WorldMistSettings.use_mist -> use_mist: boolean Occlude objects with the environment color as they are further away
@@ -1384,4 +1383,4 @@ WorldStarsSettings.use_stars -> use_stars: boolean Enable starfield genera
WorldTextureSlot.map_blend -> use_map_blend: boolean Affect the color progression of the background
WorldTextureSlot.map_horizon -> use_map_horizon: boolean Affect the color of the horizon
WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean Affect the color of the zenith below
WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean Affect the color of the zenith above
WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean Affect the color of the zenith above