- more misc rna rename updates
- edited the rna_cleaner.py script to use repr() on descriptions so quotes dont result in invalid generated python scripts.
This commit is contained in:
@@ -57,7 +57,7 @@ def check_commandline():
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usage()
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if sys.argv[1] == '-h':
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help()
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elif not (sys.argv[1][-4:] == '.txt' or sys.argv[1][-3:] == '.py'):
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elif not (sys.argv[1].endswith(".txt") or sys.argv[1].endswith(".py")):
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print ('\nBad input file extension... exiting.')
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usage()
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else:
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@@ -147,7 +147,7 @@ def get_props_from_txt(input_filename):
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changed = check_if_changed(bfrom, bto)
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# lists formatting
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props=[comment, changed, bclass, bfrom, bto, kwcheck, btype, description]
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props=[comment, changed, bclass, bfrom, bto, kwcheck, btype, repr(description)]
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props_list.append(props)
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props_length_max=list(map(max,zip(props_length_max,list(map(len,props)))))
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@@ -164,9 +164,10 @@ def get_props_from_py(input_filename):
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props_length_max = [0 for i in rna_api[0]] # this way if the vector will take more elements we are safe
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for index,props in enumerate(rna_api):
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[comment, changed, bclass, bfrom, bto, kwcheck, btype, description] = props
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comment, changed, bclass, bfrom, bto, kwcheck, btype, description = props
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kwcheck = check_prefix(bto) # keyword-check
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changed = check_if_changed(bfrom, bto) # changed?
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description = repr(description)
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rna_api[index] = [comment, changed, bclass, bfrom, bto, kwcheck, btype, description]
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props_length = list(map(len,props)) # lengths
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props_length_max = list(map(max,zip(props_length_max,props_length))) # max lengths
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@@ -174,9 +175,9 @@ def get_props_from_py(input_filename):
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def get_props(input_filename):
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if input_filename[-4:] == '.txt':
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if input_filename.endswith(".txt"):
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props_list,props_length_max = get_props_from_txt(input_filename)
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elif input_filename[-3:] == '.py':
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elif input_filename.endswith(".py"):
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props_list,props_length_max = get_props_from_py(input_filename)
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return (props_list,props_length_max)
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@@ -200,16 +201,17 @@ def sort(props_list, sort_priority):
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def file_basename(input_filename):
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# if needed will use os.path
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if input_filename[-4:] == '.txt':
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if input_filename[-9:] == '_work.txt':
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base_filename = input_filename[:-9]
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if input_filename.endswith(".txt"):
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if input_filename.endswith("_work.txt"):
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base_filename = input_filename.replace("_work.txt", "")
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else:
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base_filename = input_filename[:-4]
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elif input_filename[-3:] == '.py':
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if input_filename[-8:] == '_work.py':
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base_filename = input_filename[:-8]
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base_filename = input_filename.replace(".txt", "")
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elif input_filename.endswith(".py"):
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if input_filename.endswith("_work.py"):
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base_filename = input_filename.replace("_work.py", "")
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else:
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base_filename = input_filename[:-3]
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base_filename = input_filename.replace(".py", "")
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return base_filename
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@@ -236,15 +238,21 @@ def write_files(basename, props_list, props_length_max):
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# rna_api
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if props[0] == 'NOTE': indent = '# '
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else: indent = ' '
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rna += indent + '("%s", "%s", "%s", "%s", "%s"),\n' % tuple(props[2:5] + props[6:])
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rna += indent + '("%s", "%s", "%s", "%s", %s),\n' % tuple(props[2:5] + props[6:]) # description is alredy string formatted
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# py
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blanks = [' '* (x[0]-x[1]) for x in zip(props_length_max,list(map(len,props)))]
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props = ['"%s"%s'%(x[0],x[1]) for x in zip(props,blanks)]
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props = [('"%s"%s' if props[-1] != x[0] else "%s%s") % (x[0],x[1]) for x in zip(props,blanks)]
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py += indent + '(%s, %s, %s, %s, %s, %s, %s, %s),\n' % tuple(props)
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f_txt.write(txt)
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f_py.write("rna_api = [\n%s]\n" % py)
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f_rna.write("rna_api = [\n%s]\n" % rna)
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# write useful py script, wont hurt
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f_py.write("\n'''\n")
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f_py.write("for p_note, p_changed, p_class, p_from, p_to, p_check, p_type, p_desc in rna_api:\n")
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f_py.write(" print(p_to)\n")
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f_py.write("\n'''\n")
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f_txt.close()
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f_py.close()
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@@ -55,7 +55,7 @@ AreaLamp.shadow_color -> shadow_color: float Color of shadows cast by the
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AreaLamp.shadow_method -> shadow_method: enum Method to compute lamp shadow with
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AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x: int Amount of samples taken extra (samples x samples)
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AreaLamp.shadow_ray_samples_y -> shadow_ray_samples_y: int Amount of samples taken extra (samples x samples)
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AreaLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
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AreaLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
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AreaLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows)
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AreaLamp.shape -> shape: enum Shape of the area lamp
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AreaLamp.size -> size: float Size of the area of the area Lamp, X direction size for Rectangle shapes
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@@ -106,10 +106,10 @@ BevelModifier.edge_weight_method -> edge_weight_method: enum What edge wei
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BevelModifier.limit_method -> limit_method: enum
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BevelModifier.width -> width: float Bevel value/amount
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BezierSplinePoint.co -> co: float Coordinates of the control point
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BezierSplinePoint.handle1 -> handle1: float Coordinates of the first handle
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BezierSplinePoint.handle1_type -> handle1_type: enum Handle types
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BezierSplinePoint.handle2 -> handle2: float Coordinates of the second handle
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BezierSplinePoint.handle2_type -> handle2_type: enum Handle types
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BezierSplinePoint.handle1 -> handle_left: float Coordinates of the first handle
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BezierSplinePoint.handle1_type -> handle_left_type: enum Handle types
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BezierSplinePoint.handle2 -> handle_right: float Coordinates of the second handle
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BezierSplinePoint.handle2_type -> handle_right_type: enum Handle types
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BezierSplinePoint.radius -> radius: float, (read-only) Radius for bevelling
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BezierSplinePoint.tilt -> tilt: float Tilt in 3D View
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BezierSplinePoint.weight -> weight: float Softbody goal weight
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@@ -134,18 +134,18 @@ BoidSettings.accuracy -> accuracy: float Accuracy of attack
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BoidSettings.active_boid_state -> active_boid_state: pointer, (read-only)
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BoidSettings.active_boid_state_index -> active_boid_state_index: int
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BoidSettings.aggression -> aggression: float Boid will fight this times stronger enemy
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BoidSettings.air_max_acc -> air_max_acc: float Maximum acceleration in air (relative to maximum speed)
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BoidSettings.air_max_ave -> air_max_ave: float Maximum angular velocity in air (relative to 180 degrees)
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BoidSettings.air_max_speed -> air_max_speed: float Maximum speed in air
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BoidSettings.air_min_speed -> air_min_speed: float Minimum speed in air (relative to maximum speed)
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BoidSettings.air_max_acc -> air_acc_max: float Maximum acceleration in air (relative to maximum speed)
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BoidSettings.air_max_ave -> air_ave_max: float Maximum angular velocity in air (relative to 180 degrees)
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BoidSettings.air_max_speed -> air_speed_max: float Maximum speed in air
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BoidSettings.air_min_speed -> air_speed_min: float Minimum speed in air (relative to maximum speed)
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BoidSettings.air_personal_space -> air_personal_space: float Radius of boids personal space in air (% of particle size)
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BoidSettings.banking -> bank: float Amount of rotation around velocity vector on turns
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BoidSettings.health -> health: float Initial boid health when born
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BoidSettings.height -> height: float Boid height relative to particle size
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BoidSettings.land_jump_speed -> land_jump_speed: float Maximum speed for jumping
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BoidSettings.land_max_acc -> land_max_acc: float Maximum acceleration on land (relative to maximum speed)
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BoidSettings.land_max_ave -> land_max_ave: float Maximum angular velocity on land (relative to 180 degrees)
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BoidSettings.land_max_speed -> land_max_speed: float Maximum speed on land
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BoidSettings.land_max_acc -> land_acc_max: float Maximum acceleration on land (relative to maximum speed)
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BoidSettings.land_max_ave -> land_ave_max: float Maximum angular velocity on land (relative to 180 degrees)
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BoidSettings.land_max_speed -> land_speed_max: float Maximum speed on land
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BoidSettings.land_personal_space -> land_personal_space: float Radius of boids personal space on land (% of particle size)
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BoidSettings.land_stick_force -> land_stick_force: float How strong a force must be to start effecting a boid on land
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BoidSettings.landing_smoothness -> land_smooth: float How smoothly the boids land
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@@ -241,7 +241,7 @@ ClothCollisionSettings.group -> group: pointer Limit colliders to this Gro
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ClothCollisionSettings.min_distance -> distance_min: float Minimum distance between collision objects before collision response takes in
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ClothCollisionSettings.self_collision_quality -> self_collision_quality: int How many self collision iterations should be done. (higher is better quality but slower)
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ClothCollisionSettings.self_friction -> self_friction: float Friction/damping with self contact
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ClothCollisionSettings.self_min_distance -> self_min_distance: float 0.5 means no distance at all, 1.0 is maximum distance
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ClothCollisionSettings.self_min_distance -> self_distance_min: float 0.5 means no distance at all, 1.0 is maximum distance
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ClothModifier.collision_settings -> collision_settings: pointer, (read-only)
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ClothModifier.point_cache -> point_cache: pointer, (read-only)
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ClothModifier.settings -> settings: pointer, (read-only)
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@@ -302,8 +302,8 @@ CompositorNodeBlur.factor -> factor: float
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CompositorNodeBlur.factor_x -> factor_x: float
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CompositorNodeBlur.factor_y -> factor_y: float
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CompositorNodeBlur.filter_type -> filter_type: enum
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CompositorNodeBlur.sizex -> sizex: int
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CompositorNodeBlur.sizey -> sizey: int
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CompositorNodeBlur.sizex -> size_x: int
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CompositorNodeBlur.sizey -> size_y: int
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CompositorNodeChannelMatte.algorithm -> algorithm: enum Algorithm to use to limit channel
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CompositorNodeChannelMatte.channel -> channel: enum Channel used to determine matte
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CompositorNodeChannelMatte.color_space -> color_space: enum
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@@ -953,10 +953,10 @@ KeyboardSensor.modifier_key -> modifier_key: enum Modifier key code
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KeyboardSensor.second_modifier_key -> second_modifier_key: enum Modifier key code
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KeyboardSensor.target -> target: string Property that indicates whether to log keystrokes as a string
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Keyframe.co -> co: float Coordinates of the control point
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Keyframe.handle1 -> handle1: float Coordinates of the first handle
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Keyframe.handle1_type -> handle1_type: enum Handle types
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Keyframe.handle2 -> handle2: float Coordinates of the second handle
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Keyframe.handle2_type -> handle2_type: enum Handle types
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Keyframe.handle1 -> handle_left: float Coordinates of the first handle
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Keyframe.handle1_type -> handle_left_type: enum Handle types
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Keyframe.handle2 -> handle_right: float Coordinates of the second handle
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Keyframe.handle2_type -> handle_right_type: enum Handle types
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Keyframe.interpolation -> interpolation: enum Interpolation method to use for segment of the curve from this Keyframe until the next Keyframe
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Keyframe.type -> type: enum The type of keyframe
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KeyingSet.active_path -> active_path: pointer Active Keying Set used to insert/delete keyframes
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@@ -998,13 +998,13 @@ LampSkySettings.atmosphere_extinction -> atmosphere_extinction: float Exti
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LampSkySettings.atmosphere_inscattering -> atmosphere_inscattering: float Scatter contribution factor
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LampSkySettings.atmosphere_turbidity -> atmosphere_turbidity: float Sky turbidity
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LampSkySettings.backscattered_light -> backscattered_light: float Backscattered light
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TODO * LampSkySettings.horizon_brightness -> horizon_intensity: float Horizon brightness
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LampSkySettings.horizon_brightness -> horizon_intensity: float Horizon brightness
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LampSkySettings.sky_blend -> sky_blend: float Blend factor with sky
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LampSkySettings.sky_blend_type -> sky_blend_type: enum Blend mode for combining sun sky with world sky
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LampSkySettings.sky_color_space -> sky_color_space: enum Color space to use for internal XYZ->RGB color conversion
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LampSkySettings.sky_exposure -> sky_exposure: float Strength of sky shading exponential exposure correction
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LampSkySettings.spread -> spread: float Horizon Spread
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TODO * LampSkySettings.sun_brightness -> sun_intensity: float Sun brightness
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LampSkySettings.sun_brightness -> sun_intensity: float Sun brightness
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LampSkySettings.sun_intensity -> sun_intensity: float Sun intensity
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LampSkySettings.sun_size -> sun_size: float Sun size
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LampTextureSlot.color_factor -> color_factor: float Amount texture affects color values
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@@ -1130,7 +1130,7 @@ Material.raytrace_mirror -> raytrace_mirror: pointer, (read-only) Raytrace
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Material.raytrace_transparency -> raytrace_transparency: pointer, (read-only) Raytraced transparency settings for the material
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Material.roughness -> rough: float Oren-Nayar Roughness
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Material.shadow_buffer_bias -> shadow_buffer_bias: float Factor to multiply shadow buffer bias with (0 is ignore.)
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Material.shadow_casting_alpha -> shadow_casting_alpha: float Shadow casting alpha, in use for Irregular and Deep shadow buffer
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Material.shadow_casting_alpha -> shadow_cast_alpha: float Shadow casting alpha, in use for Irregular and Deep shadow buffer
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Material.shadow_ray_bias -> shadow_ray_bias: float Shadow raytracing bias to prevent terminator problems on shadow boundary
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Material.specular_alpha -> specular_alpha: float Alpha transparency for specular areas
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Material.specular_color -> specular_color: float Specular color of the material
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@@ -1245,7 +1245,7 @@ MaterialVolume.density_scale -> density_scale: float Multiplier for the ma
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MaterialVolume.depth_cutoff -> depth_cutoff: float Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy
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MaterialVolume.emission -> emission: float Amount of light that gets emitted by the volume
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MaterialVolume.emission_color -> emission_color: float
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MaterialVolume.lighting_mode -> lighting_mode: enum Method of shading, attenuating, and scattering light through the volume
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MaterialVolume.lighting_mode -> light_mode: enum Method of shading, attenuating, and scattering light through the volume
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MaterialVolume.ms_diffusion -> ms_diffusion: float Diffusion factor, the strength of the blurring effect
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MaterialVolume.ms_intensity -> ms_intensity: float Multiplier for multiple scattered light energy
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MaterialVolume.ms_spread -> ms_spread: float Proportional distance over which the light is diffused
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@@ -1805,7 +1805,7 @@ PointLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float Th
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PointLamp.shadow_color -> shadow_color: float Color of shadows cast by the lamp
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PointLamp.shadow_method -> shadow_method: enum Method to compute lamp shadow with
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PointLamp.shadow_ray_samples -> shadow_ray_samples: int Amount of samples taken extra (samples x samples)
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PointLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
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PointLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
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PointLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows)
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PointerProperty.fixed_type -> fixed_type: pointer, (read-only) Fixed pointer type, empty if variable type
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Pose.active_bone_group -> active_bone_group: pointer Active bone group for this pose
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@@ -2057,8 +2057,8 @@ SceneGameData.dome_text -> dome_text: pointer Custom Warp Mesh data file
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SceneGameData.dome_tilt -> dome_tilt: int Camera rotation in horizontal axis
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SceneGameData.eye_separation -> eye_separation: float Set the distance between the eyes - the camera focal length/30 should be fine
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SceneGameData.fps -> fps: int The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate
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SceneGameData.framing_color -> framing_color: float Set colour of the bars
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SceneGameData.framing_type -> framing_type: enum Select the type of Framing you want
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SceneGameData.framing_color -> frame_color: float Set colour of the bars
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SceneGameData.framing_type -> frame_type: enum Select the type of Framing you want
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SceneGameData.frequency -> frequency: int Displays clock frequency of fullscreen display
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SceneGameData.logic_step_max -> logic_step_max: int Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics
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SceneGameData.material_mode -> material_mode: enum Material mode to use for rendering
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@@ -2371,7 +2371,7 @@ Spline.type -> type: enum The interpolation type for this curve element
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SplineIKConstraint.chain_length -> chain_length: int How many bones are included in the chain
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SplineIKConstraint.joint_bindings -> joint_bindings: float (EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages
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SplineIKConstraint.target -> target: pointer Curve that controls this relationship
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SplineIKConstraint.xz_scaling_mode -> xz_scaling_mode: enum Method used for determining the scaling of the X and Z axes of the bones
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SplineIKConstraint.xz_scaling_mode -> xz_scale_mode: enum Method used for determining the scaling of the X and Z axes of the bones
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SplinePoint.co -> co: float Point coordinates
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SplinePoint.radius -> radius: float, (read-only) Radius for bevelling
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SplinePoint.tilt -> tilt: float Tilt in 3D View
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@@ -2396,7 +2396,7 @@ SpotLamp.shadow_color -> shadow_color: float Color of shadows cast by the
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SpotLamp.shadow_filter_type -> shadow_filter_type: enum Type of shadow filter (Buffer Shadows)
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SpotLamp.shadow_method -> shadow_method: enum Method to compute lamp shadow with
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SpotLamp.shadow_ray_samples -> shadow_ray_samples: int Amount of samples taken extra (samples x samples)
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SpotLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
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SpotLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
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SpotLamp.shadow_sample_buffers -> shadow_sample_buffers: enum Number of shadow buffers to render for better AA, this increases memory usage
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SpotLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows)
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SpotLamp.spot_blend -> spot_blend: float The softness of the spotlight edge
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@@ -2455,7 +2455,7 @@ TextCurve.body -> body: string contents of this text object
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TextCurve.edit_format -> edit_format: pointer, (read-only) Editing settings character formatting
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TextCurve.family -> family: string Use Blender Objects as font characters. Give font objects a common name followed by the character it represents, eg. familya, familyb etc, and turn on Verts Duplication
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TextCurve.font -> font: pointer
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TextCurve.line_dist -> line_dist: float
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TextCurve.line_dist -> line_distance: float
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TextCurve.offset_x -> offset_x: float Horizontal offset from the object origin
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TextCurve.offset_y -> offset_y: float Vertical offset from the object origin
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TextCurve.shear -> shear: float Italic angle of the characters
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@@ -2543,7 +2543,7 @@ ThemeAudioWindow.title -> title: float
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ThemeAudioWindow.window_sliders -> window_sliders: float
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ThemeBoneColorSet.active -> active: float Color used for active bones
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ThemeBoneColorSet.normal -> normal: float Color used for the surface of bones
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ThemeBoneColorSet.selected -> selected: float Color used for selected bones
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ThemeBoneColorSet.selected -> select: float Color used for selected bones
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ThemeConsole.back -> back: float
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ThemeConsole.button -> button: float
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ThemeConsole.button_text -> button_text: float
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@@ -2613,8 +2613,8 @@ ThemeFontStyle.points -> points: int
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ThemeFontStyle.shadow -> shadow: int Shadow size in pixels (0, 3 and 5 supported)
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ThemeFontStyle.shadowalpha -> shadowalpha: float
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ThemeFontStyle.shadowcolor -> shadowcolor: float Shadow color in grey value
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ThemeFontStyle.shadx -> shadx: int Shadow offset in pixels
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ThemeFontStyle.shady -> shady: int Shadow offset in pixels
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ThemeFontStyle.shadx -> shadow_offset_x: int Shadow offset in pixels
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ThemeFontStyle.shady -> shadow_offset_y: int Shadow offset in pixels
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ThemeGraphEditor.active_channels_group -> active_channels_group: float
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ThemeGraphEditor.back -> back: float
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ThemeGraphEditor.button -> button: float
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@@ -3074,7 +3074,7 @@ UserPreferencesView.properties_width_check -> properties_width_check: int
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UserPreferencesView.rotation_angle -> rotation_angle: int The rotation step for numerical pad keys (2 4 6 8)
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UserPreferencesView.smooth_view -> smooth_view: int The time to animate the view in milliseconds, zero to disable
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UserPreferencesView.timecode_style -> timecode_style: enum Format of Time Codes displayed when not displaying timing in terms of frames
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UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_min_spacing: int Minimum number of pixels between each gridline in 2D Viewports
|
||||
UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_spacing_min: int Minimum number of pixels between each gridline in 2D Viewports
|
||||
UserPreferencesView.wheel_scroll_lines -> wheel_scroll_lines: int The number of lines scrolled at a time with the mouse wheel
|
||||
UserSolidLight.diffuse_color -> diffuse_color: float The diffuse color of the OpenGL light
|
||||
UserSolidLight.direction -> direction: float The direction that the OpenGL light is shining
|
||||
|
||||
Reference in New Issue
Block a user