Various UI message and API doc tweaks and fixes.
Mostly from patch D2256 by Aaron Carlisle (@Blendify), thanks!
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@@ -405,7 +405,7 @@ base class --- :class:`SCA_IObject`
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.. note::
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This attribute is experemental and may be removed (but probably wont be).
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This attribute is experimental and may be removed (but probably wont be).
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.. note::
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@@ -419,7 +419,7 @@ base class --- :class:`SCA_IObject`
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.. note::
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This attribute is experemental and may be removed (but probably wont be).
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This attribute is experimental and may be removed (but probably wont be).
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.. note::
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@@ -453,7 +453,7 @@ base class --- :class:`SCA_IObject`
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.. attribute:: childrenRecursive
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all children of this object including childrens children, (read-only).
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all children of this object including children's children, (read-only).
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:type: :class:`CListValue` of :class:`KX_GameObject`'s
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@@ -536,7 +536,7 @@ base class --- :class:`SCA_IObject`
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.. method:: getAxisVect(vect)
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Returns the axis vector rotates by the objects worldspace orientation.
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Returns the axis vector rotates by the object's worldspace orientation.
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This is the equivalent of multiplying the vector by the orientation matrix.
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:arg vect: a vector to align the axis.
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@@ -596,7 +596,7 @@ base class --- :class:`SCA_IObject`
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Gets the game object's linear velocity.
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This method returns the game object's velocity through it's centre of mass, ie no angular velocity component.
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This method returns the game object's velocity through it's center of mass, ie no angular velocity component.
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:arg local:
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* False: you get the "global" velocity ie: relative to world orientation.
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@@ -609,7 +609,7 @@ base class --- :class:`SCA_IObject`
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Sets the game object's linear velocity.
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This method sets game object's velocity through it's centre of mass,
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This method sets game object's velocity through it's center of mass,
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ie no angular velocity component.
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This requires a dynamic object.
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@@ -814,7 +814,7 @@ base class --- :class:`SCA_IObject`
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# do something
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pass
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The face paremeter determines the orientation of the normal.
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The face parameter determines the orientation of the normal.
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* 0 => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
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* 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
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@@ -911,7 +911,7 @@ base class --- :class:`SCA_IObject`
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.. note::
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The gameObject argument has an advantage that it can convert from a mesh with modifiers applied (such as subsurf).
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The gameObject argument has an advantage that it can convert from a mesh with modifiers applied (such as the Subdivision Surface modifier).
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.. warning::
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@@ -919,7 +919,7 @@ base class --- :class:`SCA_IObject`
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.. warning::
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If the object is a part of a combound object it will fail (parent or child)
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If the object is a part of a compound object it will fail (parent or child)
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.. warning::
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@@ -204,7 +204,7 @@ Lets say we want to access the texture of a brush via Python, to adjust its ``co
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- Start in the default scene and enable 'Sculpt' mode from the 3D-View header.
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- From the toolbar expand the **Texture** panel and add a new texture.
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*Notice the texture button its self doesn't have very useful links (you can check the tool-tips).*
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*Notice the texture button its self doesn't have very useful links (you can check the tooltips).*
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- The contrast setting isn't exposed in the sculpt toolbar, so view the texture in the properties panel...
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- In the properties button select the Texture context.
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