[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [31188] trunk/blender/source/blender/ makesrna/rna_cleanup: rna refactor...
Campbell Barton
ideasman42 at gmail.com
Mon Aug 9 08:55:21 CEST 2010
Revision: 31188
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=31188
Author: campbellbarton
Date: 2010-08-09 08:55:20 +0200 (Mon, 09 Aug 2010)
Log Message:
-----------
rna refactor...
- added a script to merge 2 lists of rna renaming from/to
- merged rna_booleans.txt into rna_properties.txt
- made rna_cleaner.py sort by class.from by default.
Modified Paths:
--------------
trunk/blender/source/blender/makesrna/rna_cleanup/rna_cleaner.py
trunk/blender/source/blender/makesrna/rna_cleanup/rna_properties.txt
Added Paths:
-----------
trunk/blender/source/blender/makesrna/rna_cleanup/rna_cleaner_merge.py
Removed Paths:
-------------
trunk/blender/source/blender/makesrna/rna_cleanup/rna_booleans.txt
Deleted: trunk/blender/source/blender/makesrna/rna_cleanup/rna_booleans.txt
===================================================================
--- trunk/blender/source/blender/makesrna/rna_cleanup/rna_booleans.txt 2010-08-09 03:21:30 UTC (rev 31187)
+++ trunk/blender/source/blender/makesrna/rna_cleanup/rna_booleans.txt 2010-08-09 06:55:20 UTC (rev 31188)
@@ -1,1330 +0,0 @@
-ActionActuator.continue_last_frame -> use_continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time
-ActionGroup.expanded -> show_expanded: boolean Action Group is expanded
-
-Actuator.expanded -> show_expanded: boolean Set actuator expanded in the user interface
-AnimData.nla_enabled -> use_nla: boolean NLA stack is evaluated when evaluating this block
-AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight: boolean Emphasize position of keyframes on Motion Paths
-AnimVizMotionPaths.search_all_action_keyframes -> show_keyframe_action_all: boolean For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)
-AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean Show frame numbers on Motion Paths
-AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean Show frame numbers of Keyframes on Motion Paths
-AnimVizOnionSkinning.only_selected -> show_only_selected: boolean For Pose-Mode drawing, only draw ghosts for selected bones
-Area.show_menus -> show_menus: boolean Show menus in the header
-AreaLamp.dither -> use_dither: boolean Use 2x2 dithering for sampling (Constant Jittered sampling)
-AreaLamp.jitter -> use_jitter: boolean Use noise for sampling (Constant Jittered sampling)
-AreaLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects
-AreaLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows
-AreaLamp.umbra -> use_umbra: boolean Emphasize parts that are fully shadowed (Constant Jittered sampling)
-Armature.auto_ik -> use_auto_ik: boolean Add temporaral IK constraints while grabbing bones in Pose Mode
-Armature.deform_envelope -> use_deform_envelopes: boolean Enable Bone Envelopes when defining deform
-Armature.deform_quaternion -> use_deform_preserve_volume: boolean Deform rotation interpolation with quaternions
-Armature.deform_vertexgroups -> use_deform_vertex_groups: boolean Enable Vertex Groups when defining deform
-Armature.delay_deform -> use_deform_delay: boolean Don't deform children when manipulating bones in Pose Mode
-Armature.draw_axes -> show_axes: boolean Draw bone axes
-Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean Draw bones with their custom shapes
-Armature.draw_group_colors -> show_group_colors: boolean Draw bone group colors
-Armature.draw_names -> show_names: boolean Draw bone names
-Armature.show_ghost_only_selected -> show_only_ghost_selected: boolean
-Armature.layer -> layers: boolean Armature layer visibility
-Armature.layer_protection -> layers_protected: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo
-Armature.x_axis_mirror -> use_mirror_x: boolean Apply changes to matching bone on opposite side of X-Axis
-ArmatureModifier.invert -> invert_vertex_group: boolean Invert vertex group influence
-ArmatureModifier.multi_modifier -> use_multi_modifier: boolean Use same input as previous modifier, and mix results using overall vgroup
-ArmatureModifier.quaternion -> use_deform_preserve_volume: boolean Deform rotation interpolation with quaternions
-ArmatureModifier.use_deform_envelopes -> use_deform_envelopes: boolean
-ArmatureModifier.use_deform_vertex_groups -> use_deform_vertex_groups: boolean
-ArrayModifier.add_offset_object -> use_object_offset: boolean Add another object's transformation to the total offset
-ArrayModifier.constant_offset -> use_constant_offset: boolean Add a constant offset
-ArrayModifier.merge_adjacent_vertices -> use_merge_adjacent_vertices: boolean Merge vertices in adjacent duplicates
-ArrayModifier.merge_end_vertices -> use_merge_end_vertices: boolean Merge vertices in first and last duplicates
-ArrayModifier.relative_offset -> use_relative_offset: boolean Add an offset relative to the object's bounding box
-BackgroundImage.show_expanded -> show_expanded: boolean Show the expanded in the user interface
-BevelModifier.only_vertices -> use_only_vertices: boolean Bevel verts/corners, not edges
-
-BoidRule.in_air -> use_in_air: boolean Use rule when boid is flying
-BoidRule.on_land -> use_on_land: boolean Use rule when boid is on land
-BoidRuleAvoid.predict -> use_predict: boolean Predict target movement
-BoidRuleAvoidCollision.boids -> use_avoid: boolean Avoid collision with other boids
-BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean Avoid collision with deflector objects
-BoidRuleFollowLeader.line -> use_line: boolean Follow leader in a line
-BoidRuleGoal.predict -> use_predict: boolean Predict target movement
-BoidSettings.allow_climb -> use_climb: boolean Allow boids to climb goal objects
-BoidSettings.allow_flight -> use_flight: boolean Allow boids to move in air
-BoidSettings.allow_land -> use_land: boolean Allow boids to move on land
-Bone.connected -> use_connect: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail
-Bone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects
-Bone.deform -> use_deform: boolean Bone does not deform any geometry
-Bone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes
-
-Bone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
-Bone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone
-Bone.layer -> layers: boolean Layers bone exists in
-Bone.local_location -> use_local_location: boolean Bone location is set in local space
-Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
-BooleanProperty.default -> default: boolean, (read-only) Default value for this number
-BooleanProperty.default_array -> default_array: boolean, (read-only) Default value for this array
-Brush.use_accumulate -> use_accumulate: boolean Accumulate stroke dabs on top of each other
-Brush.use_airbrush -> use_airbrush: boolean Keep applying paint effect while holding mouse (spray)
-Brush.use_alpha -> use_alpha: boolean When this is disabled, lock alpha while painting
-Brush.use_anchor -> use_anchor: boolean Keep the brush anchored to the initial location
-Brush.use_jitter_pressure -> use_pressure_jitter: boolean Enable tablet pressure sensitivity for jitter
-Brush.use_persistent -> use_persistent: boolean Sculpts on a persistent layer of the mesh
-Brush.use_rake -> use_rake: boolean Rotate the brush texture to match the stroke direction
-Brush.use_size_pressure -> use_pressure_size: boolean Enable tablet pressure sensitivity for size
-Brush.use_smooth_stroke -> use_smooth_stroke: boolean Brush lags behind mouse and follows a smoother path
-Brush.use_space -> use_space: boolean Limit brush application to the distance specified by spacing
-Brush.use_spacing_pressure -> use_pressure_spacing: boolean Enable tablet pressure sensitivity for spacing
-Brush.use_strength_pressure -> use_pressure_strength: boolean Enable tablet pressure sensitivity for strength
-Brush.use_wrap -> use_wrap: boolean Enable torus wrapping while painting
-BuildModifier.randomize -> use_random_order: boolean Randomize the faces or edges during build
-Camera.panorama -> use_panorama: boolean Render the scene with a cylindrical camera for pseudo-fisheye lens effects
-Camera.show_limits -> show_limits: boolean Draw the clipping range and focus point on the camera
-Camera.show_mist -> show_mist: boolean Draw a line from the Camera to indicate the mist area
-Camera.show_name -> show_name: boolean Show the active Camera's name in Camera view
-Camera.show_passepartout -> show_passepartout: boolean Show a darkened overlay outside the image area in Camera view
-Camera.show_title_safe -> show_title_safe: boolean Show indicators for the title safe zone in Camera view
-CastModifier.from_radius -> use_radius_as_size: boolean Use radius as size of projection shape (0 = auto)
-CastModifier.use_transform -> use_transform: boolean Use object transform to control projection shape
-CastModifier.x -> use_x: boolean
-CastModifier.y -> use_y: boolean
-CastModifier.z -> use_z: boolean
-ChildOfConstraint.use_location_x -> use_location_x: boolean Use X Location of Parent
-ChildOfConstraint.use_location_y -> use_location_y: boolean Use Y Location of Parent
-ChildOfConstraint.use_location_z -> use_location_z: boolean Use Z Location of Parent
-ChildOfConstraint.use_rotation_x -> use_rotation_x: boolean Use X Rotation of Parent
-ChildOfConstraint.use_rotation_y -> use_rotation_y: boolean Use Y Rotation of Parent
-ChildOfConstraint.use_rotation_z -> use_rotation_z: boolean Use Z Rotation of Parent
-ChildOfConstraint.use_scale_x -> use_scale_x: boolean Use X Scale of Parent
-ChildOfConstraint.use_scale_y -> use_scale_y: boolean Use Y Scale of Parent
-ChildOfConstraint.use_scale_z -> use_scale_z: boolean Use Z Scale of Parent
-ClampToConstraint.cyclic -> use_cyclic: boolean Treat curve as cyclic curve (no clamping to curve bounding box
-ClothCollisionSettings.enable_collision -> use_collision: boolean Enable collisions with other objects
-ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean Enable self collisions
@@ Diff output truncated at 10240 characters. @@
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