RNA cleanup: some more boolean changes based on discussion with Luca.
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@@ -24,8 +24,8 @@ Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean Draw
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Armature.draw_group_colors -> show_group_colors: boolean Draw bone group colors
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Armature.draw_names -> show_names: boolean Draw bone names
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Armature.show_ghost_only_selected -> show_only_ghost_selected: boolean
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Armature.layer -> layer: boolean Armature layer visibility
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Armature.layer_protection -> layer_protected: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo
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Armature.layer -> layers: boolean Armature layer visibility
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Armature.layer_protection -> layers_protected: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo
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Armature.x_axis_mirror -> use_mirror_x: boolean Apply changes to matching bone on opposite side of X-Axis
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ArmatureModifier.invert -> invert_vertex_group: boolean Invert vertex group influence
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ArmatureModifier.multi_modifier -> use_multi_modifier: boolean Use same input as previous modifier, and mix results using overall vgroup
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@@ -57,7 +57,7 @@ Bone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe reg
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Bone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
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Bone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone
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Bone.layer -> layer: boolean Layers bone exists in
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Bone.layer -> layers: boolean Layers bone exists in
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Bone.local_location -> use_local_location: boolean Bone location is set in local space
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Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
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BooleanProperty.default -> default: boolean, (read-only) Default value for this number
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@@ -143,7 +143,7 @@ ControlFluidSettings.active -> use: boolean Object contributes to the flui
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ControlFluidSettings.reverse_frames -> use_reverse_frames: boolean Reverse control object movement
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Controller.expanded -> show_expanded: boolean Set controller expanded in the user interface
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Controller.priority -> use_priority: boolean Mark controller for execution before all non-marked controllers (good for startup scripts)
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Controller.state -> state: boolean, (read-only) Set Controller state index (1 to 30)
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Controller.state -> states: boolean, (read-only) Set Controller state index (1 to 30)
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CopyLocationConstraint.invert_x -> invert_x: boolean Invert the X location
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CopyLocationConstraint.invert_y -> invert_y: boolean Invert the Y location
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CopyLocationConstraint.invert_z -> invert_z: boolean Invert the Z location
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@@ -211,7 +211,7 @@ EditBone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe
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EditBone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
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EditBone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone
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EditBone.layer -> layer: boolean Layers bone exists in
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EditBone.layer -> layers: boolean Layers bone exists in
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EditBone.local_location -> use_local_location: boolean Bone location is set in local space
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EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
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@@ -233,8 +233,8 @@ EffectSequence.use_crop -> use_crop: boolean Crop image before processing
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EffectSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
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EffectSequence.use_translation -> use_translation: boolean Translate image before processing
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EffectorWeights.do_growing_hair -> apply_to_hair_growing: boolean Use force fields when growing hair
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EnvironmentMap.ignore_layers -> layer_ignore: boolean Hide objects on these layers when generating the Environment Map
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EnvironmentMapTexture.use_filter_size_min -> filter_size_min: boolean Use Filter Size as a minimal filter value in pixels
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EnvironmentMap.ignore_layers -> layers_ignore: boolean Hide objects on these layers when generating the Environment Map
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EnvironmentMapTexture.use_filter_size_min -> use_minimum_filter_size: boolean Use Filter Size as a minimal filter value in pixels
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EnvironmentMapTexture.mipmap -> use_mipmap: boolean Uses auto-generated MIP maps for the image
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EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss: boolean Uses Gauss filter to sample down MIP maps
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Event.alt -> alt: boolean, (read-only) True when the Alt/Option key is held
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@@ -248,7 +248,7 @@ ExplodeModifier.split_edges -> use_edge_split: boolean Split face edges fo
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ExplodeModifier.unborn -> show_unborn: boolean Show mesh when particles are unborn
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FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean All auto-handles for F-Curve are clamped
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FModifier.active -> active: boolean F-Curve Modifier is the one being edited
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NEGATE * FModifier.disabled -> enabled: boolean, (read-only) F-Curve Modifier has invalid settings and will not be evaluated
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NEGATE * FModifier.disabled -> use: boolean, (read-only) F-Curve Modifier has invalid settings and will not be evaluated
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FModifier.expanded -> show_expanded: boolean F-Curve Modifier's panel is expanded in UI
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FModifierFunctionGenerator.additive -> use_additive: boolean Values generated by this modifier are applied on top of the existing values instead of overwriting them
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FModifierGenerator.additive -> use_additive: boolean Values generated by this modifier are applied on top of the existing values instead of overwriting them
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@@ -310,7 +310,7 @@ GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean
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GameObjectSettings.collision_compound -> use_collision_compound: boolean Add children to form a compound collision object
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GameObjectSettings.debug_state -> show_debug_state: boolean Print state debug info in the game engine
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GameObjectSettings.ghost -> use_ghost: boolean Object does not restitute collisions, like a ghost
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GameObjectSettings.initial_state -> state_initial: boolean Initial state when the game starts
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GameObjectSettings.initial_state -> states_initial: boolean Initial state when the game starts
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GameObjectSettings.lock_x_axis -> lock_location_x: boolean Disable simulation of linear motion along the X axis
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GameObjectSettings.lock_x_rot_axis -> lock_rotation_x: boolean Disable simulation of angular motion along the X axis
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GameObjectSettings.lock_y_axis -> lock_location_y: boolean Disable simulation of linear motion along the Y axis
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@@ -326,8 +326,8 @@ GameObjectSettings.show_sensors -> show_sensors: boolean Shows sensors for
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GameObjectSettings.show_state_panel -> show_state_panel: boolean Show state panel
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GameObjectSettings.use_activity_culling -> use_activity_culling: boolean Disable simulation of angular motion along the Z axis
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GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean Specify a collision bounds type other than the default
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GameObjectSettings.used_state -> state_used: boolean, (read-only) States which are being used by controllers
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GameObjectSettings.visible_state -> state_visible: boolean State determining which controllers are displayed
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GameObjectSettings.used_state -> states_used: boolean, (read-only) States which are being used by controllers
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GameObjectSettings.visible_state -> states_visible: boolean State determining which controllers are displayed
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GameProperty.debug -> show_debug: boolean Print debug information for this property
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GameSoftBodySettings.bending_const -> use_bending_constraints: boolean Enable bending constraints
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GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean Enable cluster collision between soft and rigid body
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@@ -335,7 +335,7 @@ GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody:
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GameSoftBodySettings.shape_match -> use_shape_match: boolean Enable soft body shape matching goal
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GlowSequence.only_boost -> use_only_boost: boolean Show the glow buffer only
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GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean Only use the first and last parts of the stroke for snapping
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Group.layer -> layer: boolean Layers visible when this groups is instanced as a dupli
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Group.layer -> layers: boolean Layers visible when this groups is instanced as a dupli
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ID.fake_user -> use_fake_user: boolean Saves this datablock even if it has no users
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ID.tag -> tag: boolean Tools can use this to tag data, (initial state is undefined)
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Image.animated -> use_animation: boolean Use as animated texture in the game engine
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@@ -542,7 +542,7 @@ Mesh.use_paint_mask -> use_paint_mask: boolean Face selection masking for
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Mesh.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
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MeshColorLayer.active -> active: boolean Sets the layer as active for display and editing
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MeshColorLayer.active_render -> active_render: boolean Sets the layer as active for rendering
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MeshDeformModifier.dynamic -> dynamic: boolean Recompute binding dynamically on top of other deformers (slower and more memory consuming.)
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MeshDeformModifier.dynamic -> use_dynamic_bind: boolean Recompute binding dynamically on top of other deformers (slower and more memory consuming.)
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MeshDeformModifier.invert -> invert_vertex_group: boolean Invert vertex group influence
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MeshDeformModifier.is_bound -> is_bound: boolean, (read-only) Whether geometry has been bound to control cage
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MeshEdge.fgon -> is_fgon: boolean, (read-only) Fgon edge
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@@ -563,7 +563,7 @@ MeshTextureFace.shared -> use_blend_shared: boolean Blend vertex colors ac
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MeshTextureFace.tex -> use_texture: boolean Render face with texture
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MeshTextureFace.text -> use_bitmap_text: boolean Enable bitmap text on face
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MeshTextureFace.twoside -> use_twoside: boolean Render face two-sided
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MeshTextureFace.uv_pinned -> uv_pin: boolean
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MeshTextureFace.uv_pinned -> pin_uv: boolean
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MeshTextureFace.uv_selected -> select_uv: boolean
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MeshTextureFaceLayer.active -> active: boolean Sets the layer as active for display and editing
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MeshTextureFaceLayer.active_clone -> active_clone: boolean Sets the layer as active for cloning
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@@ -644,7 +644,7 @@ Object.draw_texture_space -> show_texture_space: boolean Displays the obje
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Object.draw_transparent -> show_transparent: boolean Enables transparent materials for the object (Mesh only)
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Object.draw_wire -> show_wire: boolean Adds the object's wireframe over solid drawing
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Object.duplis_used -> is_duplicator: boolean, (read-only)
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Object.layers -> layer: boolean Layers the object is on
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Object.layers -> layers: boolean Layers the object is on
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Object.lock_location -> lock_location: boolean Lock editing of location in the interface
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Object.lock_rotation -> lock_rotation: boolean Lock editing of rotation in the interface
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Object.lock_rotation_w -> lock_rotation_w: boolean Lock editing of 'angle' component of four-component rotations in the interface
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@@ -672,7 +672,7 @@ ObjectActuator.local_torque -> use_local_torque: boolean Torque is defined
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ObjectActuator.servo_limit_x -> use_servo_limit_x: boolean Set limit to force along the X axis
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ObjectActuator.servo_limit_y -> use_servo_limit_y: boolean Set limit to force along the Y axis
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ObjectActuator.servo_limit_z -> use_servo_limit_z: boolean Set limit to force along the Z axis
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ObjectBase.layers -> layer: boolean Layers the object base is on
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ObjectBase.layers -> layers: boolean Layers the object base is on
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ObstacleFluidSettings.active -> use: boolean Object contributes to the fluid simulation
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ObstacleFluidSettings.export_animated_mesh -> use_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
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Operator.has_reports -> has_reports: boolean, (read-only) Operator has a set of reports (warnings and errors) from last execution
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@@ -767,7 +767,7 @@ PointCache.baked -> is_baked: boolean, (read-only)
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PointCache.baking -> is_baking: boolean, (read-only)
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PointCache.disk_cache -> use_disk_cache: boolean Save cache files to disk (.blend file must be saved first)
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PointCache.external -> use_external: boolean Read cache from an external location
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PointCache.has_skipped_frames-> frames_skipped: boolean, (read-only)
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PointCache.has_skipped_frames-> has_skipped_frames: boolean, (read-only)
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PointCache.outdated -> is_outdated: boolean, (read-only)
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PointCache.quick_cache -> use_quick_cache: boolean Update simulation with cache steps
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PointCache.use_library_path -> use_library_path: boolean Use this files path when library linked into another file.
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@@ -839,9 +839,9 @@ RenderLayer.pass_z -> use_pass_z: boolean, (read-only) Deliver Z values pa
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RenderLayer.sky -> use_sky: boolean, (read-only) Render Sky in this Layer
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RenderLayer.solid -> use_solid: boolean, (read-only) Render Solid faces in this Layer
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RenderLayer.strand -> use_strand: boolean, (read-only) Render Strands in this Layer
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RenderLayer.visible_layers -> layer: boolean, (read-only) Scene layers included in this render layer
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RenderLayer.visible_layers -> layers: boolean, (read-only) Scene layers included in this render layer
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RenderLayer.zmask -> use_zmask: boolean, (read-only) Only render what's in front of the solid z values
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RenderLayer.zmask_layers -> layer_zmask: boolean, (read-only) Zmask scene layers
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RenderLayer.zmask_layers -> layers_zmask: boolean, (read-only) Zmask scene layers
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RenderLayer.zmask_negate -> invert_zmask: boolean, (read-only) For Zmask, only render what is behind solid z values instead of in front
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RenderLayer.ztransp -> use_ztransp: boolean, (read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)
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RenderSettings.backbuf -> use_backbuf: boolean Render backbuffer image
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@@ -903,7 +903,7 @@ RenderSettings.use_textures -> use_textures: boolean Use textures to affec
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NEGATE * RigidBodyJointConstraint.disable_linked_collision -> use_linked_collision: boolean Disable collision between linked bodies
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RigidBodyJointConstraint.draw_pivot -> show_pivot: boolean Display the pivot point and rotation in 3D view
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Scene.frame_drop -> use_frame_drop: boolean Play back dropping frames if frame display is too slow
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Scene.layers -> layer: boolean Layers visible when rendering the scene
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Scene.layers -> layers: boolean Layers visible when rendering the scene
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Scene.mute_audio -> mute_audio: boolean Play back of audio from Sequence Editor will be muted
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Scene.nla_tweakmode_on -> use_nla_tweakmode: boolean, (read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only
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Scene.pov_radio_always_sample -> use_pov_radio_always_sample: boolean Only use the data from the pretrace step and not gather any new samples during the final radiosity pass
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@@ -965,9 +965,9 @@ SceneRenderLayer.pass_z -> use_pass_z: boolean Deliver Z values pass
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SceneRenderLayer.sky -> use_sky: boolean Render Sky in this Layer
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SceneRenderLayer.solid -> use_solid: boolean Render Solid faces in this Layer
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SceneRenderLayer.strand -> use_strand: boolean Render Strands in this Layer
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SceneRenderLayer.visible_layers -> layer: boolean Scene layers included in this render layer
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SceneRenderLayer.visible_layers -> layers: boolean Scene layers included in this render layer
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SceneRenderLayer.zmask -> use_zmask: boolean Only render what's in front of the solid z values
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SceneRenderLayer.zmask_layers -> layer_zmask: boolean Zmask scene layers
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SceneRenderLayer.zmask_layers -> layers_zmask: boolean Zmask scene layers
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SceneRenderLayer.zmask_negate -> invert_zmask: boolean For Zmask, only render what is behind solid z values instead of in front
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SceneRenderLayer.ztransp -> use_ztransp: boolean Render Z-Transparent faces in this Layer (On top of Solid and Halos)
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SceneSequence.convert_float -> use_float: boolean Convert input to float data
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@@ -1142,7 +1142,7 @@ SpaceView3D.display_render_override -> show_only_render: boolean Display o
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SpaceView3D.display_x_axis -> show_axis_x: boolean Show the X axis line in perspective view
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SpaceView3D.display_y_axis -> show_axis_y: boolean Show the Y axis line in perspective view
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SpaceView3D.display_z_axis -> show_axis_z: boolean Show the Z axis line in perspective view
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SpaceView3D.layers -> layer: boolean Layers visible in this 3D View
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SpaceView3D.layers -> layers: boolean Layers visible in this 3D View
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SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean Use the scene's active camera and layers in this view, rather than local layers
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SpaceView3D.manipulator -> use_manipulator: boolean Use a 3D manipulator widget for controlling transforms
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SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean Use the manipulator for rotation transformations
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@@ -1153,7 +1153,7 @@ SpaceView3D.outline_selected -> show_outline_selected: boolean Show an out
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SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean Manipulate object centers only
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SpaceView3D.relationship_lines -> show_relationship_lines: boolean Show dashed lines indicating parent or constraint relationships
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SpaceView3D.textured_solid -> show_textured_solid: boolean Display face-assigned textures in solid view
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SpaceView3D.used_layers -> layer_used: boolean, (read-only) Layers that contain something
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SpaceView3D.used_layers -> layers_used: boolean, (read-only) Layers that contain something
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SpeedControlSequence.curve_compress_y -> use_curve_compress_y: boolean Scale F-Curve value to get the target frame number, F-Curve value runs from 0.0 to 1.0
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SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean Interpret the F-Curve value as a velocity instead of a frame number
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SpeedControlSequence.frame_blending -> use_frame_blend: boolean Blend two frames into the target for a smoother result
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@@ -1178,7 +1178,7 @@ SpotLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on
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SpotLamp.show_cone -> show_cone: boolean Draw transparent cone in 3D view to visualize which objects are contained in it
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SpotLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance
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SpotLamp.square -> use_square: boolean Casts a square spot light shape
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StateActuator.state -> state: boolean
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StateActuator.state -> states: boolean
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SubsurfModifier.optimal_display -> show_only_control_edges: boolean Skip drawing/rendering of interior subdivided edges
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SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean Use subsurf to subdivide UVs
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SunLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects
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