rna api cleanup...

- remove 'ing' suffix
- use 'blend_type' rather then 'blend_mode' or 'blending'
This commit is contained in:
Campbell Barton
2010-07-12 22:24:53 +00:00
parent fd560e8697
commit 5436008e40

View File

@@ -25,13 +25,13 @@ Actuator.type -> type: enum
ActuatorSensor.actuator -> actuator: string Actuator name, actuator active state modifications will be detected
Addon.module -> module: string Module name
AnimData.action -> action: pointer Active Action for this datablock
AnimData.action_blending -> action_blending: enum Method used for combining Active Action's result with result of NLA stack
AnimData.action_blending -> action_blend_type: enum Method used for combining Active Action's result with result of NLA stack
AnimData.action_extrapolation -> action_extrapolation: enum Action to take for gaps past the Active Action's range (when evaluating with NLA)
AnimData.action_influence -> action_influence: float Amount the Active Action contributes to the result of the NLA stack
AnimData.drivers -> drivers: collection, (read-only) The Drivers/Expressions for this datablock
AnimData.nla_tracks -> nla_tracks: collection, (read-only) NLA Tracks (i.e. Animation Layers)
AnimViz.motion_paths -> motion_paths: pointer, (read-only) Motion Path settings for visualisation
AnimViz.onion_skinning -> onion_skinning: pointer, (read-only) Onion Skinning (ghosting) settings for visualisation
AnimViz.onion_skinning -> onion_skin_frames: pointer, (read-only) Onion Skinning (ghosting) settings for visualisation
AnimVizMotionPaths.after_current -> after_current: int Number of frames to show after the current frame (only for 'Around Current Frame' Onion-skinning method)
AnimVizMotionPaths.bake_location -> bake_location: enum When calculating Bone Paths, use Head or Tips
AnimVizMotionPaths.before_current -> before_current: int Number of frames to show before the current frame (only for 'Around Current Frame' Onion-skinning method)
@@ -139,7 +139,7 @@ BoidSettings.air_max_ave -> air_max_ave: float Maximum angular velocity in
BoidSettings.air_max_speed -> air_max_speed: float Maximum speed in air
BoidSettings.air_min_speed -> air_min_speed: float Minimum speed in air (relative to maximum speed)
BoidSettings.air_personal_space -> air_personal_space: float Radius of boids personal space in air (% of particle size)
BoidSettings.banking -> banking: float Amount of rotation around velocity vector on turns
BoidSettings.banking -> bank: float Amount of rotation around velocity vector on turns
BoidSettings.health -> health: float Initial boid health when born
BoidSettings.height -> height: float Boid height relative to particle size
BoidSettings.land_jump_speed -> land_jump_speed: float Maximum speed for jumping
@@ -551,7 +551,7 @@ DomainFluidSettings.render_display_mode -> render_display_mode: enum How t
DomainFluidSettings.resolution -> resolution: int Domain resolution in X,Y and Z direction
DomainFluidSettings.slip_type -> slip_type: enum
DomainFluidSettings.start_time -> start_time: float Simulation time of the first blender frame
DomainFluidSettings.surface_smoothing -> surface_smoothing: float Amount of surface smoothing. A value of 0 is off, 1 is normal smoothing and more than 1 is extra smoothing
DomainFluidSettings.surface_smoothing -> surface_smooth: float Amount of surface smoothing. A value of 0 is off, 1 is normal smoothing and more than 1 is extra smoothing
DomainFluidSettings.surface_subdivisions -> surface_subdivisions: int Number of isosurface subdivisions. This is necessary for the inclusion of particles into the surface generation. Warning - can lead to longer computation times!
DomainFluidSettings.tracer_particles -> tracer_particles: int Number of tracer particles to generate
DomainFluidSettings.viewport_display_mode -> viewport_display_mode: enum How to display the mesh in the viewport
@@ -807,7 +807,7 @@ GameSoftBodySettings.linstiff -> linstiff: float Linear stiffness of the s
GameSoftBodySettings.margin -> margin: float Collision margin for soft body. Small value makes the algorithm unstable
GameSoftBodySettings.position_iterations -> position_iterations: int Position solver iterations
GameSoftBodySettings.threshold -> threshold: float Shape matching threshold
GameSoftBodySettings.welding -> welding: float Welding threshold: distance between nearby vertices to be considered equal => set to 0.0 to disable welding test and speed up scene loading (ok if the mesh has no duplicates)
GameSoftBodySettings.welding -> weld_threshold: float Welding threshold: distance between nearby vertices to be considered equal => set to 0.0 to disable welding test and speed up scene loading (ok if the mesh has no duplicates)
GameStringProperty.value -> value: string Property value
GameTimerProperty.value -> value: float Property value
GlowSequence.blur_distance -> blur_distance: float Radius of glow effect
@@ -969,7 +969,7 @@ KeyingSetInfo.bl_label -> bl_label: string
KeyingSetPath.array_index -> array_index: int Index to the specific setting if applicable
KeyingSetPath.data_path -> data_path: string Path to property setting
KeyingSetPath.group -> group: string Name of Action Group to assign setting(s) for this path to
KeyingSetPath.grouping -> grouping: enum Method used to define which Group-name to use
KeyingSetPath.grouping -> group_method: enum Method used to define which Group-name to use
KeyingSetPath.id -> id: pointer ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)
KeyingSetPath.id_type -> id_type: enum Type of ID-block that can be used
KinematicConstraint.axis_reference -> axis_reference: enum Constraint axis Lock options relative to Bone or Target reference
@@ -1435,7 +1435,7 @@ NlaStrip.action_frame_end -> action_frame_end: float
NlaStrip.action_frame_start -> action_frame_start: float
NlaStrip.blend_in -> blend_in: float Number of frames at start of strip to fade in influence
NlaStrip.blend_out -> blend_out: float
NlaStrip.blending -> blending: enum Method used for combining strip's result with accumulated result
NlaStrip.blending -> blend_type: enum Method used for combining strip's result with accumulated result
NlaStrip.extrapolation -> extrapolation: enum Action to take for gaps past the strip extents
NlaStrip.fcurves -> fcurves: collection, (read-only) F-Curves for controlling the strip's influence and timing
NlaStrip.frame_end -> frame_end: float
@@ -2102,7 +2102,7 @@ ScrewModifier.steps -> steps: int Number of steps in the revolution
Sensor.frequency -> frequency: int Delay between repeated pulses(in logic tics, 0=no delay)
Sensor.name -> name: string Sensor name
Sensor.type -> type: enum
Sequence.blend_mode -> blend_mode: enum
Sequence.blend_mode -> blend_type: enum
Sequence.blend_opacity -> blend_opacity: float
Sequence.channel -> channel: int Y position of the sequence strip
Sequence.effect_fader -> effect_fader: float
@@ -2222,7 +2222,7 @@ SoftBodySettings.aerodynamics_type -> aerodynamics_type: enum Method of ca
SoftBodySettings.ball_damp -> ball_damp: float Blending to inelastic collision
SoftBodySettings.ball_size -> ball_size: float Absolute ball size or factor if not manual adjusted
SoftBodySettings.ball_stiff -> ball_stiff: float Ball inflating pressure
SoftBodySettings.bending -> bending: float Bending Stiffness
SoftBodySettings.bending -> bend: float Bending Stiffness
SoftBodySettings.choke -> choke: int 'Viscosity' inside collision target
SoftBodySettings.collision_type -> collision_type: enum Choose Collision Type
SoftBodySettings.damp -> damp: float Edge spring friction
@@ -2353,7 +2353,7 @@ SpaceView3D.pivot_point -> pivot_point: enum Pivot center for rotation/sca
SpaceView3D.region_3d -> region_3d: pointer, (read-only) 3D region in this space, in case of quad view the camera region
SpaceView3D.region_quadview -> region_quadview: pointer, (read-only) 3D region that defines the quad view settings
SpaceView3D.transform_orientation -> transform_orientation: enum Transformation orientation
SpaceView3D.viewport_shading -> viewport_shading: enum Method to display/shade objects in the 3D View
SpaceView3D.viewport_shading -> viewport_shade: enum Method to display/shade objects in the 3D View
SpeedControlSequence.global_speed -> global_speed: float
Spline.bezier_points -> bezier_points: collection, (read-only) Collection of points for bezier curves only
Spline.character_index -> character_index: int, (read-only) Location of this character in the text data (only for text curves)
@@ -2939,8 +2939,8 @@ ToolSettings.etch_template -> etch_template: pointer Template armature tha
ToolSettings.image_paint -> image_paint: pointer, (read-only)
ToolSettings.normal_size -> normal_size: float Display size for normals in the 3D view
ToolSettings.particle_edit -> particle_edit: pointer, (read-only)
ToolSettings.proportional_editing -> proportional_editing: enum Proportional editing mode
ToolSettings.proportional_editing_falloff -> proportional_editing_falloff: enum Falloff type for proportional editing mode
ToolSettings.proportional_editing -> proportional_edit: enum Proportional editing mode
ToolSettings.proportional_editing_falloff -> proportional_edit_falloff: enum Falloff type for proportional editing mode
ToolSettings.sculpt -> sculpt: pointer, (read-only)
ToolSettings.snap_element -> snap_element: enum Type of element to snap to
ToolSettings.snap_target -> snap_target: enum Which part to snap onto the target
@@ -3074,7 +3074,7 @@ UserPreferencesView.properties_width_check -> properties_width_check: int
UserPreferencesView.rotation_angle -> rotation_angle: int The rotation step for numerical pad keys (2 4 6 8)
UserPreferencesView.smooth_view -> smooth_view: int The time to animate the view in milliseconds, zero to disable
UserPreferencesView.timecode_style -> timecode_style: enum Format of Time Codes displayed when not displaying timing in terms of frames
UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_minimum_spacing: int Minimum number of pixels between each gridline in 2D Viewports
UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_min_spacing: int Minimum number of pixels between each gridline in 2D Viewports
UserPreferencesView.wheel_scroll_lines -> wheel_scroll_lines: int The number of lines scrolled at a time with the mouse wheel
UserSolidLight.diffuse_color -> diffuse_color: float The diffuse color of the OpenGL light
UserSolidLight.direction -> direction: float The direction that the OpenGL light is shining
@@ -3089,7 +3089,7 @@ VertexGroup.index -> index: int, (read-only) Index number of the vertex gr
VertexGroup.name -> name: string Vertex group name
VertexGroupElement.group -> group: int, (read-only)
VertexGroupElement.weight -> weight: float Vertex Weight
VoronoiTexture.coloring -> coloring: enum
VoronoiTexture.coloring -> color_mode: enum
VoronoiTexture.distance_metric -> distance_metric: enum
VoronoiTexture.minkovsky_exponent -> minkovsky_exponent: float Minkovsky exponent
VoronoiTexture.nabla -> nabla: float Size of derivative offset used for calculating normal
@@ -3157,7 +3157,7 @@ World.stars -> stars: pointer, (read-only) World stars settings
World.texture_slots -> texture_slots: collection, (read-only) Texture slots defining the mapping and influence of textures
World.zenith_color -> zenith_color: float Color at the zenith
WorldLighting.adapt_to_speed -> adapt_to_speed: float Use the speed vector pass to reduce AO samples in fast moving pixels. Higher values result in more aggressive sample reduction. Requires Vec pass enabled (for Raytrace Adaptive QMC)
WorldLighting.ao_blend_mode -> ao_blend_mode: enum Defines how AO mixes with material shading
WorldLighting.ao_blend_mode -> ao_blend_type: enum Defines how AO mixes with material shading
WorldLighting.ao_factor -> ao_factor: float Factor for ambient occlusion blending
WorldLighting.bias -> bias: float Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered)
WorldLighting.correction -> correction: float Ad-hoc correction for over-occlusion due to the approximation (for Approximate)