[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [31347] trunk/blender/source/blender/ makesrna/rna_cleanup: more rna naming edits
Campbell Barton
ideasman42 at gmail.com
Sun Aug 15 14:32:37 CEST 2010
Revision: 31347
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=31347
Author: campbellbarton
Date: 2010-08-15 14:32:37 +0200 (Sun, 15 Aug 2010)
Log Message:
-----------
more rna naming edits
Modified Paths:
--------------
trunk/blender/source/blender/makesrna/rna_cleanup/rna_cleaner.py
trunk/blender/source/blender/makesrna/rna_cleanup/rna_properties.txt
Modified: trunk/blender/source/blender/makesrna/rna_cleanup/rna_cleaner.py
===================================================================
--- trunk/blender/source/blender/makesrna/rna_cleanup/rna_cleaner.py 2010-08-15 12:17:03 UTC (rev 31346)
+++ trunk/blender/source/blender/makesrna/rna_cleanup/rna_cleaner.py 2010-08-15 12:32:37 UTC (rev 31347)
@@ -195,8 +195,8 @@
"""
# order based on the i-th element in lists
- if sort_priority == "class.from":
- props_list = sorted(props_list, key=lambda p: (p[2], p[3]))
+ if sort_priority == "class.to":
+ props_list = sorted(props_list, key=lambda p: (p[2], p[4]))
else:
i = sort_choices.index(sort_priority)
if i == 0:
Modified: trunk/blender/source/blender/makesrna/rna_cleanup/rna_properties.txt
===================================================================
--- trunk/blender/source/blender/makesrna/rna_cleanup/rna_properties.txt 2010-08-15 12:17:03 UTC (rev 31346)
+++ trunk/blender/source/blender/makesrna/rna_cleanup/rna_properties.txt 2010-08-15 12:32:37 UTC (rev 31347)
@@ -1,4605 +1,4604 @@
NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION
-+ * ActionGroup.channels -> channels: collection, "'(read-only) F-Curves in this group'"
-+ * ActionGroup.custom_color -> custom_color: int "'Index of custom color set'"
-+ * ActionGroup.expanded -> show_expanded: boolean "'Action Group is expanded'"
-+ * ActionGroup.lock -> lock: boolean "'Action Group is locked'"
-+ * ActionGroup.name -> name: string "'NO DESCRIPTION'"
-+ * ActionGroup.select -> select: boolean "'Action Group is selected'"
-+ * Actuator.expanded -> show_expanded: boolean "'Set actuator expanded in the user interface'"
-+ * Actuator.name -> name: string "'NO DESCRIPTION'"
-+ * Actuator.pinned -> pinned: boolean "'Display when not linked to a visible states controller'"
-+ * Actuator.type -> type: enum "'NO DESCRIPTION'"
-+ * Actuator|ActionActuator.action -> action: pointer "'NO DESCRIPTION'"
-+ * Actuator|ActionActuator.blendin -> frame_blend_in: int "'Number of frames of motion blending'"
-+ * Actuator|ActionActuator.continue_last_frame -> use_continue_last_frame: boolean "'Restore last frame when switching on/off, otherwise play from the start each time'"
-+ * Actuator|ActionActuator.frame_end -> frame_end: int "'NO DESCRIPTION'"
-+ * Actuator|ActionActuator.frame_property -> frame_property: string '"Assign the action\'s current frame number to this property"'
-+ * Actuator|ActionActuator.frame_start -> frame_start: int "'NO DESCRIPTION'"
-+ * Actuator|ActionActuator.mode -> play_mode: enum "'Action playback type'"
-+ * Actuator|ActionActuator.priority -> priority: int "'Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack'"
-+ * Actuator|ActionActuator.property -> property: string "'Use this property to define the Action position'"
-+ * Actuator|ArmatureActuator.bone -> bone: string "'Bone on which the constraint is defined'"
-+ * Actuator|ArmatureActuator.constraint -> constraint: string "'Name of the constraint you want to control'"
-+ * Actuator|ArmatureActuator.mode -> mode: enum "'NO DESCRIPTION'"
-+ * Actuator|ArmatureActuator.secondary_target -> secondary_target: pointer "'Set weight of this constraint'"
-+ * Actuator|ArmatureActuator.target -> target: pointer "'Set this object as the target of the constraint'"
-+ * Actuator|ArmatureActuator.weight -> weight: float "'Set weight of this constraint'"
-+ * Actuator|CameraActuator.axis -> axis: enum "'Specify the axis the Camera will try to get behind'"
-+ * Actuator|CameraActuator.height -> height: float "'NO DESCRIPTION'"
-+ * Actuator|CameraActuator.max -> max: float "'NO DESCRIPTION'"
-+ * Actuator|CameraActuator.min -> min: float "'NO DESCRIPTION'"
-+ * Actuator|CameraActuator.object -> object: pointer "'Look at this Object'"
-Actuator|ConstraintActuator.damping -> damping: int "'Damping factor: time constant (in frame) of low pass filter'"
-Actuator|ConstraintActuator.damping_rotation -> damping_rotation: int "'Use a different damping for orientation'"
-Actuator|ConstraintActuator.detect_material -> use_material_detect: boolean "'Detect material instead of property'"
-Actuator|ConstraintActuator.direction -> direction: enum "'Set the direction of the ray'"
-Actuator|ConstraintActuator.direction_axis -> direction_axis: enum "'Select the axis to be aligned along the reference direction'"
-Actuator|ConstraintActuator.distance -> distance: float "'Set the maximum length of ray'"
-Actuator|ConstraintActuator.fh_damping -> fh_damping: float "'Damping factor of the Fh spring force'"
-Actuator|ConstraintActuator.fh_height -> fh_height: float "'Height of the Fh area'"
-Actuator|ConstraintActuator.fh_normal -> use_fh_normal: boolean "'Add a horizontal spring force on slopes'"
-Actuator|ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean "'Keep object axis parallel to normal'"
-Actuator|ConstraintActuator.force_distance -> use_force_distance: boolean "'Force distance of object to point of impact of ray'"
-Actuator|ConstraintActuator.limit -> limit: enum "'NO DESCRIPTION'"
-Actuator|ConstraintActuator.limit_max -> limit_max: float "'NO DESCRIPTION'"
-Actuator|ConstraintActuator.limit_min -> limit_min: float "'NO DESCRIPTION'"
-Actuator|ConstraintActuator.local -> use_local: boolean '"Set ray along object\'s axis or global axis"'
-Actuator|ConstraintActuator.material -> material: string "'Ray detects only Objects with this material'"
-Actuator|ConstraintActuator.max_angle -> angle_max: float "'Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max'"
-Actuator|ConstraintActuator.max_rotation -> rotation_max: float "'Reference Direction'"
-Actuator|ConstraintActuator.min_angle -> angle_min: float "'Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max'"
-Actuator|ConstraintActuator.mode -> mode: enum "'The type of the constraint'"
-Actuator|ConstraintActuator.normal -> use_normal: boolean "'Set object axis along (local axis) or parallel (global axis) to the normal at hit position'"
-Actuator|ConstraintActuator.persistent -> use_persistent: boolean "'Persistent actuator: stays active even if ray does not reach target'"
-Actuator|ConstraintActuator.property -> property: string "'Ray detect only Objects with this property'"
-Actuator|ConstraintActuator.range -> range: float "'Set the maximum length of ray'"
-Actuator|ConstraintActuator.spring -> spring: float "'Spring force within the Fh area'"
-Actuator|ConstraintActuator.time -> time: int "'Maximum activation time in frame, 0 for unlimited'"
-Actuator|EditObjectActuator.angular_velocity -> angular_velocity: float "'Angular velocity upon creation'"
-Actuator|EditObjectActuator.dynamic_operation -> dynamic_operation: enum "'NO DESCRIPTION'"
-Actuator|EditObjectActuator.enable_3d_tracking -> use_3d_tracking: boolean "'Enable 3D tracking'"
-Actuator|EditObjectActuator.linear_velocity -> linear_velocity: float "'Velocity upon creation'"
-Actuator|EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean "'Apply the rotation locally'"
-Actuator|EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean "'Apply the transformation locally'"
-Actuator|EditObjectActuator.mass -> mass: float "'The mass of the object'"
-Actuator|EditObjectActuator.mesh -> mesh: pointer '"Replace the existing, when left blank \'Phys\' will remake the existing physics mesh"'
-Actuator|EditObjectActuator.mode -> mode: enum "'The mode of the actuator'"
-Actuator|EditObjectActuator.object -> object: pointer "'Add this Object and all its children (cant be on an visible layer)'"
-Actuator|EditObjectActuator.replace_display_mesh -> use_replace_display_mesh: boolean "'Replace the display mesh'"
-Actuator|EditObjectActuator.replace_physics_mesh -> use_replace_physics_mesh: boolean "'Replace the physics mesh (triangle bounds only - compound shapes not supported)'"
-Actuator|EditObjectActuator.time -> time: int "'Duration the new Object lives or the track takes'"
-Actuator|EditObjectActuator.track_object -> track_object: pointer "'Track to this Object'"
-Actuator|FcurveActuator.add -> use_add: boolean "'F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag'"
-Actuator|FcurveActuator.child -> apply_to_children: boolean "'Update F-Curve on all children Objects as well'"
-Actuator|FcurveActuator.force -> use_force: boolean "'Apply F-Curve as a global or local force depending on the local option (dynamic objects only)'"
-Actuator|FcurveActuator.frame_end -> frame_end: int "'NO DESCRIPTION'"
-Actuator|FcurveActuator.frame_property -> frame_property: string '"Assign the action\'s current frame number to this property"'
-Actuator|FcurveActuator.frame_start -> frame_start: int "'NO DESCRIPTION'"
-Actuator|FcurveActuator.local -> use_local: boolean "'Let the F-Curve act in local coordinates, used in Force and Add mode'"
-Actuator|FcurveActuator.play_type -> play_type: enum "'Specify the way you want to play the animation'"
-Actuator|FcurveActuator.property -> property: string "'Use this property to define the F-Curve position'"
-Actuator|Filter2DActuator.enable_motion_blur -> use_motion_blur: boolean "'Enable/Disable Motion Blur'"
-Actuator|Filter2DActuator.filter_pass -> filter_pass: int "'Set filter order'"
-Actuator|Filter2DActuator.glsl_shader -> glsl_shader: pointer "'NO DESCRIPTION'"
-Actuator|Filter2DActuator.mode -> mode: enum "'NO DESCRIPTION'"
-Actuator|Filter2DActuator.motion_blur_factor -> motion_blur_factor: float "'Set motion blur factor'"
-Actuator|GameActuator.filename -> filename: string 'Load this blend file, use the "//" prefix for a path relative to the current blend file'
-Actuator|GameActuator.mode -> mode: enum "'NO DESCRIPTION'"
@@ Diff output truncated at 10240 characters. @@
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