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