[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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