[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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