[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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