manual update on changelog (python API)

Change as suggested by Campbell.
I'm not sure if this is the way to do for enums, I will check with him later
This commit is contained in:
Dalai Felinto 2011-09-24 23:50:00 +00:00
parent e5b98f7a2f
commit 51555877b0
2 changed files with 24 additions and 26 deletions

@ -1042,26 +1042,6 @@ Added
* :class:`bpy.types.Texture.evaluate`
bpy.types.MeshTextureFace
-------------------------
Removed
^^^^^^^
* **blend_type**
* **hide**
* **use_alpha_sort**
* **use_billboard**
* **use_bitmap_text**
* **use_blend_shared**
* **use_collision**
* **use_halo**
* **use_image**
* **use_light**
* **use_object_color**
* **use_shadow_cast**
* **use_twoside**
bpy.types.ToolSettings
----------------------
@ -1400,3 +1380,27 @@ Added
* :class:`bpy.types.SceneGameData.restrict_animation_updates`
* :class:`bpy.types.SceneGameData.show_obstacle_simulation`
bpy.types.MeshTextureFace
-------------------------
Removed
^^^^^^^
* **use_image**
* **use_object_color**
* **use_blend_shared**
Moved
^^^^^
* **hide** -> :class:`bpy.types.Material.game_settings.invisible`
* **use_collision** -> :class:`bpy.types.Material.game_settings.physics`
* **use_light** -> :class:`bpy.types.Material.game_settings.use_shadeless`
* **use_twoside** -> :class:`bpy.types.Material.game_settings.back_culling`
* **use_bitmap_text** -> :class:`bpy.types.Material.game_settings.text`
* **blend_type** -> :class:`bpy.types.Material.game_settings.alpha_blend`
* **use_alpha_sort** -> :class:`bpy.types.Material.game_settings.alpha_blend`
* **use_billboard** -> :class:`bpy.types.Material.game_settings.face_orientation`
* **use_halo** -> :class:`bpy.types.Material.game_settings.face_orientation`
* **use_shadow_cast** -> :class:`bpy.types.Material.game_settings.face_orientation`

@ -1366,12 +1366,6 @@ static void rna_def_mtface(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
static const EnumPropertyItem transp_items[]= {
{TF_SOLID, "OPAQUE", 0, "Opaque", "Render color of textured face as color"},
{TF_ADD, "ADD", 0, "Add", "Render face transparent and add color of face"},
{TF_ALPHA, "ALPHA", 0, "Alpha", "Render polygon transparent, depending on alpha channel of the texture"},
{TF_CLIP, "CLIPALPHA", 0, "Clip Alpha", "Use the images alpha values clipped with no blending (binary alpha)"},
{0, NULL, 0, NULL, NULL}};
const int uv_dim[]= {4, 2};
srna= RNA_def_struct(brna, "MeshTextureFaceLayer", NULL);