WIP draft for rna renaming, brecht will go over this next.

This commit is contained in:
Campbell Barton
2010-06-28 12:10:40 +00:00
parent 8517a7a3cd
commit 2d377a99a5

View File

@@ -0,0 +1,1692 @@
ActionActuator.continue_last_frame -> continue_last_frame
ActionGroup.expanded -> show_expanded
ActionGroup.locked -> use_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 -> showonly_selected
Area.show_menus -> show_menus
AreaLamp.dither -> use_dither
AreaLamp.jitter -> use_jitter
AreaLamp.only_shadow -> useonly_shadow
AreaLamp.shadow_layer -> useonly_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 -> showonly_ghost_selected
Armature.layer -> layer
Armature.layer_protection -> layer_protection
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 -> useonly_vertex
BezierSplinePoint.hidden -> hide
BezierSplinePoint.selected_control_point -> select_control_point
BezierSplinePoint.selected_handle1 -> select_handle_before
BezierSplinePoint.selected_handle2 -> select_handle_after
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 -> showonly_group_objects
DopeSheet.only_selected -> showonly_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 -> use_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_minimum
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 -> use_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_position
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 -> use_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 -> useonly_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 -> use_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 -> selected
* would use is_ * Keyframe.selected_handle1 -> selected_handle1
* would use is_ * Keyframe.selected_handle2 -> selected_handle2
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 -> use_lock_pos_x
KinematicConstraint.pos_lock_y -> use_lock_pos_y
KinematicConstraint.pos_lock_z -> use_lock_pos_z
KinematicConstraint.rot_lock_x -> use_lock_rot_x
KinematicConstraint.rot_lock_y -> use_lock_rot_y
KinematicConstraint.rot_lock_z -> use_lock_rot_z
KinematicConstraint.use_position -> use_position
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_maximum_x
LimitLocationConstraint.use_maximum_y -> use_maximum_y
LimitLocationConstraint.use_maximum_z -> use_maximum_z
LimitLocationConstraint.use_minimum_x -> use_minimum_x
LimitLocationConstraint.use_minimum_y -> use_minimum_y
LimitLocationConstraint.use_minimum_z -> use_minimum_z
LimitRotationConstraint.limit_transform -> limit_transform
LimitRotationConstraint.use_limit_x -> use_limit_x
LimitRotationConstraint.use_limit_y -> use_limit_y
LimitRotationConstraint.use_limit_z -> use_limit_z
LimitScaleConstraint.limit_transform -> limit_transform
LimitScaleConstraint.use_maximum_x -> use_maximum_x
LimitScaleConstraint.use_maximum_y -> use_maximum_y
LimitScaleConstraint.use_maximum_z -> use_maximum_z
LimitScaleConstraint.use_minimum_x -> use_minimum_x
LimitScaleConstraint.use_minimum_y -> use_minimum_y
LimitScaleConstraint.use_minimum_z -> use_minimum_z
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 -> use_active
MeshColorLayer.active_render -> use_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 -> selected
* 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 -> use_uv_pinned
MeshTextureFace.uv_selected -> use_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 -> use_active
ObstacleFluidSettings.export_animated_mesh -> use_export_animated_mesh
* Operator.has_reports -> has_reports
OperatorStrokeElement.flip -> use_flip
OutflowFluidSettings.active -> use_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_position
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 -> left_handle_select
* Sequence.lock -> lock
* Sequence.mute -> mute
* Sequence.right_handle_selected -> right_handle_select
* 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_maximum
ShaderNodeMapping.clamp_minimum -> use_clamp_to_minimum
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 -> used_layers
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_maximum
TexMapping.has_minimum -> use_clip_to_minimum
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 -> showonly_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 -> showonly_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