forked from bartvdbraak/blender
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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@ -476,7 +476,7 @@ static void v3d_editvertex_buts(uiLayout *layout, View3D *v3d, Object *ob, float
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uiDefButF(block, UI_BTYPE_NUM, B_OBJECTPANELMEDIAN,
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totedgedata == 1 ? IFACE_("Crease:") : IFACE_("Mean Crease:"),
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0, yi -= buth + but_margin, 200, buth,
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&(tfp->ve_median[M_CREASE]), 0.0, 1.0, 1, 2, TIP_("Weight used by SubSurf modifier"));
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&(tfp->ve_median[M_CREASE]), 0.0, 1.0, 1, 2, TIP_("Weight used by the Subdivision Surface modifier"));
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}
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}
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/* Curve... */
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@ -491,7 +491,7 @@ static void v3d_editvertex_buts(uiLayout *layout, View3D *v3d, Object *ob, float
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else if (totcurvedata > 1) {
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uiDefButF(block, UI_BTYPE_NUM, B_OBJECTPANELMEDIAN, IFACE_("Mean Weight:"),
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0, yi -= buth + but_margin, 200, buth,
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&(tfp->ve_median[C_WEIGHT]), 0.0, 1.0, 1, 3, TIP_("Weight used for SoftBody Goal"));
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&(tfp->ve_median[C_WEIGHT]), 0.0, 1.0, 1, 3, TIP_("Weight used for Soft Body Goal"));
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uiDefButF(block, UI_BTYPE_NUM, B_OBJECTPANELMEDIAN, IFACE_("Mean Radius:"),
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0, yi -= buth + but_margin, 200, buth,
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&(tfp->ve_median[C_RADIUS]), 0.0, 100.0, 1, 3, TIP_("Radius of curve control points"));
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@ -509,7 +509,7 @@ static void v3d_editvertex_buts(uiLayout *layout, View3D *v3d, Object *ob, float
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else if (totlattdata > 1) {
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uiDefButF(block, UI_BTYPE_NUM, B_OBJECTPANELMEDIAN, IFACE_("Mean Weight:"),
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0, yi -= buth + but_margin, 200, buth,
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&(tfp->ve_median[L_WEIGHT]), 0.0, 1.0, 1, 3, TIP_("Weight used for SoftBody Goal"));
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&(tfp->ve_median[L_WEIGHT]), 0.0, 1.0, 1, 3, TIP_("Weight used for Soft Body Goal"));
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}
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UI_block_align_end(block);
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@ -1222,7 +1222,7 @@ static int unwrap_exec(bContext *C, wmOperator *op)
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* pass operator for warning append */
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modifier_unwrap_state(obedit, scene, &use_subsurf_final);
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if (use_subsurf != use_subsurf_final)
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BKE_report(op->reports, RPT_INFO, "Subsurf modifier needs to be first to work with unwrap");
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BKE_report(op->reports, RPT_INFO, "Subdivision Surface modifier needs to be first to work with unwrap");
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/* execute unwrap */
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ED_unwrap_lscm(scene, obedit, true);
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@ -1259,7 +1259,7 @@ void UV_OT_unwrap(wmOperatorType *ot)
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RNA_def_boolean(ot->srna, "correct_aspect", 1, "Correct Aspect",
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"Map UVs taking image aspect ratio into account");
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RNA_def_boolean(ot->srna, "use_subsurf_data", 0, "Use Subsurf Modifier",
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"Map UVs taking vertex position after subsurf into account");
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"Map UVs taking vertex position after Subdivision Surface modifier has been applied");
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RNA_def_float_factor(ot->srna, "margin", 0.001f, 0.0f, 1.0f, "Margin", "Space between islands", 0.0f, 1.0f);
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}
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@ -1962,7 +1962,7 @@ static void rna_def_medge(BlenderRNA *brna)
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prop = RNA_def_property(srna, "crease", PROP_FLOAT, PROP_NONE);
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RNA_def_property_float_funcs(prop, "rna_MEdge_crease_get", "rna_MEdge_crease_set", NULL);
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RNA_def_property_ui_text(prop, "Crease", "Weight used by the Subsurf modifier for creasing");
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RNA_def_property_ui_text(prop, "Crease", "Weight used by the Subdivision Surface modifier for creasing");
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RNA_def_property_update(prop, 0, "rna_Mesh_update_data");
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prop = RNA_def_property(srna, "bevel_weight", PROP_FLOAT, PROP_NONE);
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@ -1987,7 +1987,7 @@ static void rna_def_medge(BlenderRNA *brna)
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prop = RNA_def_property(srna, "use_edge_sharp", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", ME_SHARP);
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RNA_def_property_ui_text(prop, "Sharp", "Sharp edge for the EdgeSplit modifier");
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RNA_def_property_ui_text(prop, "Sharp", "Sharp edge for the Edge Split modifier");
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RNA_def_property_update(prop, 0, "rna_Mesh_update_data");
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prop = RNA_def_property(srna, "is_loose", PROP_BOOLEAN, PROP_NONE);
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@ -3560,7 +3560,7 @@ static void rna_def_mesh(BlenderRNA *brna)
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prop = RNA_def_property(srna, "show_edge_crease", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "drawflag", ME_DRAWCREASES);
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RNA_def_property_ui_text(prop, "Draw Creases", "Display creases created for subsurf weighting");
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RNA_def_property_ui_text(prop, "Draw Creases", "Display creases created for Subdivision Surface modifier");
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RNA_def_property_update(prop, 0, "rna_Mesh_update_draw");
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prop = RNA_def_property(srna, "show_edge_bevel_weight", PROP_BOOLEAN, PROP_NONE);
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@ -3575,7 +3575,7 @@ static void rna_def_mesh(BlenderRNA *brna)
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prop = RNA_def_property(srna, "show_edge_sharp", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "drawflag", ME_DRAWSHARP);
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RNA_def_property_ui_text(prop, "Draw Sharp", "Display sharp edges, used with the EdgeSplit modifier");
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RNA_def_property_ui_text(prop, "Draw Sharp", "Display sharp edges, used with the Edge Split modifier");
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RNA_def_property_update(prop, 0, "rna_Mesh_update_draw");
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prop = RNA_def_property(srna, "show_freestyle_edge_marks", PROP_BOOLEAN, PROP_NONE);
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