[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [30241] trunk/blender/source/blender/ makesrna/rna_cleanup/rna_booleans.txt: RNA cleanup: first pass over booleans, still 380 marked as TODO.
Brecht Van Lommel
brecht at blender.org
Mon Jul 12 22:17:23 CEST 2010
Revision: 30241
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=30241
Author: blendix
Date: 2010-07-12 22:17:23 +0200 (Mon, 12 Jul 2010)
Log Message:
-----------
RNA cleanup: first pass over booleans, still 380 marked as TODO.
Modified Paths:
--------------
trunk/blender/source/blender/makesrna/rna_cleanup/rna_booleans.txt
Modified: trunk/blender/source/blender/makesrna/rna_cleanup/rna_booleans.txt
===================================================================
--- trunk/blender/source/blender/makesrna/rna_cleanup/rna_booleans.txt 2010-07-12 20:09:20 UTC (rev 30240)
+++ trunk/blender/source/blender/makesrna/rna_cleanup/rna_booleans.txt 2010-07-12 20:17:23 UTC (rev 30241)
@@ -1,11 +1,11 @@
-ActionActuator.continue_last_frame -> continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time
+TODO * ActionActuator.continue_last_frame -> 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
ActionGroup.locked -> lock: boolean Action Group is locked
ActionGroup.selected -> select: boolean Action Group is selected
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 -> use_keyframe_action_all: boolean For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)
+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
@@ -13,35 +13,33 @@
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_only_shadow_layer: boolean Causes only objects on the same layer to cast shadows
+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_bbone_rest -> use_deform_b_bone_rest: boolean Make B-Bones deform already in Rest Position
-Armature.deform_envelope -> use_deform_envelope: boolean Enable Bone Envelopes when defining deform
-Armature.deform_quaternion -> use_deform_quaternion: boolean Enable deform rotation with Quaternions
-Armature.deform_vertexgroups -> use_deform_vertexgroups: boolean Enable Vertex Groups when defining deform
-Armature.delay_deform -> use_deform_delay: boolean Don't deform children when manipulating bones in Pose Mode
+TODO * Armature.deform_envelope -> use_deform_envelope: boolean Enable Bone Envelopes when defining deform
+TODO * Armature.deform_quaternion -> use_deform_quaternion: boolean Enable deform rotation with Quaternions
+TODO * Armature.deform_vertexgroups -> use_deform_vertexgroups: boolean Enable Vertex Groups when defining deform
+TODO * 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: boolean Draw bones with their custom shapes
+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.ghost_only_selected -> show_only_ghost_selected: boolean
+TODO * Armature.ghost_only_selected -> show_only_ghost_selected: boolean
Armature.layer -> layer: boolean Armature layer visibility
-Armature.layer_protection -> layer_protect: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo
+Armature.layer_protection -> layer_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.b_bone_rest -> use_b_bone_rest: boolean Make B-Bones deform already in rest position
-ArmatureModifier.invert -> use_vertex_group_invert: 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_preserve_volume: boolean Deform rotation interpolation with quaternions
-ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean
-ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean
+ArmatureModifier.invert -> invert_vertex_group: boolean Invert vertex group influence
+TODO * ArmatureModifier.multi_modifier -> use_multi_modifier: boolean Use same input as previous modifier, and mix results using overall vgroup
+TODO * ArmatureModifier.quaternion -> use_preserve_volume: boolean Deform rotation interpolation with quaternions
+TODO * ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean
+TODO * ArmatureModifier.use_vertex_groups -> use_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_vertex: boolean Merge vertices in adjacent duplicates
-ArrayModifier.merge_end_vertices -> use_merge_vertex_end: boolean Merge vertices in first and last duplicates
+TODO * ArrayModifier.merge_adjacent_vertices -> use_merge_vertex: boolean Merge vertices in adjacent duplicates
+TODO * ArrayModifier.merge_end_vertices -> use_merge_vertex_end: 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_vertex: boolean Bevel verts/corners, not edges
+TODO * BevelModifier.only_vertices -> use_only_vertex: boolean Bevel verts/corners, not edges
BezierSplinePoint.hidden -> hide: boolean Visibility status
BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status
BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
@@ -49,23 +47,23 @@
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_deflect: boolean Avoid collision with deflector objects
+TODO * BoidRuleAvoidCollision.boids -> use_avoid: boolean Avoid collision with other boids
+TODO * 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
+TODO * Bone.connected -> use_connect: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail
+TODO * Bone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects
+TODO * 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.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)
-Bone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
+TODO * 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 -> layer: 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
+TODO * Bone.local_location -> use_local_location: boolean Bone location is set in local space
+TODO * Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
@@ Diff output truncated at 10240 characters. @@
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