[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33556] trunk/blender/source/blender/ makesrna/rna_cleanup/rna_properties.txt: remove contents from the svn cleanup file.
Campbell Barton
ideasman42 at gmail.com
Wed Dec 8 12:44:38 CET 2010
Revision: 33556
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=33556
Author: campbellbarton
Date: 2010-12-08 12:44:38 +0100 (Wed, 08 Dec 2010)
Log Message:
-----------
remove contents from the svn cleanup file. not used now and could turn up results with source searches.
Modified Paths:
--------------
trunk/blender/source/blender/makesrna/rna_cleanup/rna_properties.txt
Modified: trunk/blender/source/blender/makesrna/rna_cleanup/rna_properties.txt
===================================================================
--- trunk/blender/source/blender/makesrna/rna_cleanup/rna_properties.txt 2010-12-08 11:42:11 UTC (rev 33555)
+++ trunk/blender/source/blender/makesrna/rna_cleanup/rna_properties.txt 2010-12-08 11:44:38 UTC (rev 33556)
@@ -1,4606 +1 @@
- 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.lock -> lock: boolean "Action Group is locked"
-#+ * ActionGroup.name -> name: string "NO DESCRIPTION"
-#+ * ActionGroup.select -> select: boolean "Action Group is selected"
-#ActionGroup.show_expanded -> show_expanded: boolean "Action Group is expanded"
-#+ * Actuator.name -> name: string "NO DESCRIPTION"
-#Actuator.pin -> pin: boolean "Display when not linked to a visible states controller"
-#Actuator.show_expanded -> show_expanded: boolean "Set actuator expanded in the user interface"
-#+ * Actuator.type -> type: enum "NO DESCRIPTION"
-#+ * Actuator|ActionActuator.action -> action: pointer "NO DESCRIPTION"
-#Actuator|ActionActuator.frame_blend_in -> frame_blend_in: int "Number of frames of motion blending"
-#+ * Actuator|ActionActuator.frame_end -> frame_end: int "NO DESCRIPTION"
-#+ * Actuator|ActionActuator.frame_property -> frame_property: string "Assign the actions current frame number to this property"
-#+ * Actuator|ActionActuator.frame_start -> frame_start: int "NO DESCRIPTION"
-#Actuator|ActionActuator.play_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|ActionActuator.use_continue_last_frame -> use_continue_last_frame: boolean "Restore last frame when switching on/off, otherwise play from the start each time"
-#+ * 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.angle_max -> 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.angle_min -> 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.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.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.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.material -> material: string "Ray detects only Objects with this material"
-#+ * Actuator|ConstraintActuator.mode -> mode: enum "The type of the constraint"
-#+ * 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.rotation_max -> rotation_max: float[3] "Reference Direction"
-#+ * 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|ConstraintActuator.use_fh_normal -> use_fh_normal: boolean "Add a horizontal spring force on slopes"
-#Actuator|ConstraintActuator.use_fh_paralel_axis -> use_fh_paralel_axis: boolean "Keep object axis parallel to normal"
-#Actuator|ConstraintActuator.use_force_distance -> use_force_distance: boolean "Force distance of object to point of impact of ray"
-#Actuator|ConstraintActuator.use_local -> use_local: boolean "Set ray along objects axis or global axis"
-#Actuator|ConstraintActuator.use_material_detect -> use_material_detect: boolean "Detect material instead of property"
-#Actuator|ConstraintActuator.use_normal -> use_normal: boolean "Set object axis along (local axis) or parallel (global axis) to the normal at hit position"
-#Actuator|ConstraintActuator.use_persistent -> use_persistent: boolean "Persistent actuator: stays active even if ray does not reach target"
-#+ * Actuator|EditObjectActuator.angular_velocity -> angular_velocity: float[3] "Angular velocity upon creation"
-#+ * Actuator|EditObjectActuator.dynamic_operation -> dynamic_operation: enum "NO DESCRIPTION"
-#+ * Actuator|EditObjectActuator.linear_velocity -> linear_velocity: float[3] "Velocity upon creation"
-#+ * 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.time -> time: int "Duration the new Object lives or the track takes"
-#+ * Actuator|EditObjectActuator.track_object -> track_object: pointer "Track to this Object"
-#Actuator|EditObjectActuator.use_3d_tracking -> use_3d_tracking: boolean "Enable 3D tracking"
-#Actuator|EditObjectActuator.use_local_angular_velocity -> use_local_angular_velocity: boolean "Apply the rotation locally"
-#Actuator|EditObjectActuator.use_local_linear_velocity -> use_local_linear_velocity: boolean "Apply the transformation locally"
-#Actuator|EditObjectActuator.use_replace_display_mesh -> use_replace_display_mesh: boolean "Replace the display mesh"
-#Actuator|EditObjectActuator.use_replace_physics_mesh -> use_replace_physics_mesh: boolean "Replace the physics mesh (triangle bounds only - compound shapes not supported)"
-#Actuator|FCurveActuator.apply_to_children -> apply_to_children: boolean "Update F-Curve on all children Objects as well"
-#Actuator|FCurveActuator.frame_end -> frame_end: int "NO DESCRIPTION"
-#Actuator|FCurveActuator.frame_property -> frame_property: string "Assign the actions current frame number to this property"
-#Actuator|FCurveActuator.frame_start -> frame_start: int "NO DESCRIPTION"
-#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|FCurveActuator.use_additive -> use_additive: boolean "F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag"
-#Actuator|FCurveActuator.use_force -> use_force: boolean "Apply F-Curve as a global or local force depending on the local option (dynamic objects only)"
-#Actuator|FCurveActuator.use_local -> use_local: boolean "Let the F-Curve act in local coordinates, used in Force and Add mode"
-#+ * 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|Filter2DActuator.use_motion_blur -> use_motion_blur: boolean "Enable/Disable Motion Blur"
-#+ * 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"
-#+ * Actuator|MessageActuator.body_message -> body_message: string "Optional message body Text"
-#+ * Actuator|MessageActuator.body_property -> body_property: string "The message body will be set by the Property Value"
-#+ * Actuator|MessageActuator.body_type -> body_type: enum "Toggle message type: either Text or a PropertyName"
-#+ * Actuator|MessageActuator.subject -> subject: string "Optional message subject. This is what can be filtered on"
-#+ * Actuator|MessageActuator.to_property -> to_property: string "Optional send message to objects with this name only, or empty to broadcast"
@@ Diff output truncated at 10240 characters. @@
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