ActionActuator.continue_last_frame -> use_continue_last_frame:    boolean    Restore last frame when switching on/off, otherwise play from the start each time
ActionGroup.expanded -> show_expanded:    boolean    Action Group is expanded

Actuator.expanded -> show_expanded:    boolean    Set actuator expanded in the user interface
AnimData.nla_enabled -> use_nla:    boolean    NLA stack is evaluated when evaluating this block
AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight:    boolean    Emphasize position of keyframes on Motion Paths
AnimVizMotionPaths.search_all_action_keyframes -> show_keyframe_action_all:    boolean    For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)
AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers:    boolean    Show frame numbers on Motion Paths
AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers:    boolean    Show frame numbers of Keyframes on Motion Paths
AnimVizOnionSkinning.only_selected -> show_only_selected:    boolean    For Pose-Mode drawing, only draw ghosts for selected bones
Area.show_menus -> show_menus:    boolean    Show menus in the header
AreaLamp.dither -> use_dither:    boolean    Use 2x2 dithering for sampling  (Constant Jittered sampling)
AreaLamp.jitter -> use_jitter:    boolean    Use noise for sampling  (Constant Jittered sampling)
AreaLamp.only_shadow -> use_only_shadow:    boolean    Causes light to cast shadows only without illuminating objects
AreaLamp.shadow_layer -> use_shadow_layer:    boolean    Causes only objects on the same layer to cast shadows
AreaLamp.umbra -> use_umbra:    boolean    Emphasize parts that are fully shadowed (Constant Jittered sampling)
Armature.auto_ik -> use_auto_ik:    boolean    Add temporaral IK constraints while grabbing bones in Pose Mode
Armature.deform_envelope -> use_deform_envelopes:    boolean    Enable Bone Envelopes when defining deform
Armature.deform_quaternion -> use_deform_preserve_volume:    boolean    Deform rotation interpolation with quaternions
Armature.deform_vertexgroups -> use_deform_vertex_groups:    boolean    Enable Vertex Groups when defining deform
Armature.delay_deform -> use_deform_delay:    boolean    Don't deform children when manipulating bones in Pose Mode
Armature.draw_axes -> show_axes:    boolean    Draw bone axes
Armature.draw_custom_bone_shapes -> show_bone_custom_shapes:    boolean    Draw bones with their custom shapes
Armature.draw_group_colors -> show_group_colors:    boolean    Draw bone group colors
Armature.draw_names -> show_names:    boolean    Draw bone names
Armature.show_ghost_only_selected -> show_only_ghost_selected:    boolean
Armature.layer -> layers:    boolean    Armature layer visibility
Armature.layer_protection -> layers_protected:    boolean    Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo
Armature.x_axis_mirror -> use_mirror_x:    boolean    Apply changes to matching bone on opposite side of X-Axis
ArmatureModifier.invert -> invert_vertex_group:    boolean    Invert vertex group influence
ArmatureModifier.multi_modifier -> use_multi_modifier:    boolean    Use same input as previous modifier, and mix results using overall vgroup
ArmatureModifier.quaternion -> use_deform_preserve_volume:    boolean    Deform rotation interpolation with quaternions
ArmatureModifier.use_deform_envelopes -> use_deform_envelopes:    boolean
ArmatureModifier.use_deform_vertex_groups -> use_deform_vertex_groups:    boolean
ArrayModifier.add_offset_object -> use_object_offset:    boolean    Add another object's transformation to the total offset
ArrayModifier.constant_offset -> use_constant_offset:    boolean    Add a constant offset
ArrayModifier.merge_adjacent_vertices -> use_merge_adjacent_vertices:    boolean    Merge vertices in adjacent duplicates
ArrayModifier.merge_end_vertices -> use_merge_end_vertices:    boolean    Merge vertices in first and last duplicates
ArrayModifier.relative_offset -> use_relative_offset:    boolean    Add an offset relative to the object's bounding box
BackgroundImage.show_expanded -> show_expanded:    boolean    Show the expanded in the user interface
BevelModifier.only_vertices -> use_only_vertices:    boolean    Bevel verts/corners, not edges

BoidRule.in_air -> use_in_air:    boolean    Use rule when boid is flying
BoidRule.on_land -> use_on_land:    boolean    Use rule when boid is on land
BoidRuleAvoid.predict -> use_predict:    boolean    Predict target movement
BoidRuleAvoidCollision.boids -> use_avoid:    boolean    Avoid collision with other boids
BoidRuleAvoidCollision.deflectors -> use_avoid_collision:    boolean    Avoid collision with deflector objects
BoidRuleFollowLeader.line -> use_line:    boolean    Follow leader in a line
BoidRuleGoal.predict -> use_predict:    boolean    Predict target movement
BoidSettings.allow_climb -> use_climb:    boolean    Allow boids to climb goal objects
BoidSettings.allow_flight -> use_flight:    boolean    Allow boids to move in air
BoidSettings.allow_land -> use_land:    boolean    Allow boids to move on land
Bone.connected -> use_connect:    boolean, (read-only)    When bone has a parent, bone's head is struck to the parent's tail
Bone.cyclic_offset -> use_cyclic_offset:    boolean    When bone doesn't have a parent, it receives cyclic offset effects
Bone.deform -> use_deform:    boolean    Bone does not deform any geometry
Bone.draw_wire -> show_wire:    boolean    Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes

Bone.hinge -> use_hinge:    boolean    Bone inherits rotation or scale from parent bone
Bone.inherit_scale -> use_inherit_scale:    boolean    Bone inherits scaling from parent bone
Bone.layer -> layers:    boolean    Layers bone exists in
Bone.local_location -> use_local_location:    boolean    Bone location is set in local space
Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply:    boolean    When deforming bone, multiply effects of Vertex Group weights with Envelope influence
BooleanProperty.default -> default:    boolean, (read-only)    Default value for this number
BooleanProperty.default_array -> default_array:    boolean, (read-only)    Default value for this array
Brush.use_accumulate -> use_accumulate:    boolean    Accumulate stroke dabs on top of each other
Brush.use_airbrush -> use_airbrush:    boolean    Keep applying paint effect while holding mouse (spray)
Brush.use_alpha -> use_alpha:    boolean    When this is disabled, lock alpha while painting
Brush.use_anchor -> use_anchor:    boolean    Keep the brush anchored to the initial location
Brush.use_jitter_pressure -> use_pressure_jitter:    boolean    Enable tablet pressure sensitivity for jitter
Brush.use_persistent -> use_persistent:    boolean    Sculpts on a persistent layer of the mesh
Brush.use_rake -> use_rake:    boolean    Rotate the brush texture to match the stroke direction
Brush.use_size_pressure -> use_pressure_size:    boolean    Enable tablet pressure sensitivity for size
Brush.use_smooth_stroke -> use_smooth_stroke:    boolean    Brush lags behind mouse and follows a smoother path
Brush.use_space -> use_space:    boolean    Limit brush application to the distance specified by spacing
Brush.use_spacing_pressure -> use_pressure_spacing:    boolean    Enable tablet pressure sensitivity for spacing
Brush.use_strength_pressure -> use_pressure_strength:    boolean    Enable tablet pressure sensitivity for strength
Brush.use_wrap -> use_wrap:    boolean    Enable torus wrapping while painting
BuildModifier.randomize -> use_random_order:    boolean    Randomize the faces or edges during build
Camera.panorama -> use_panorama:    boolean    Render the scene with a cylindrical camera for pseudo-fisheye lens effects
Camera.show_limits -> show_limits:    boolean    Draw the clipping range and focus point on the camera
Camera.show_mist -> show_mist:    boolean    Draw a line from the Camera to indicate the mist area
Camera.show_name -> show_name:    boolean    Show the active Camera's name in Camera view
Camera.show_passepartout -> show_passepartout:    boolean    Show a darkened overlay outside the image area in Camera view
Camera.show_title_safe -> show_title_safe:    boolean    Show indicators for the title safe zone in Camera view
CastModifier.from_radius -> use_radius_as_size:    boolean    Use radius as size of projection shape (0 = auto)
CastModifier.use_transform -> use_transform:    boolean    Use object transform to control projection shape
CastModifier.x -> use_x:    boolean
CastModifier.y -> use_y:    boolean
CastModifier.z -> use_z:    boolean
ChildOfConstraint.use_location_x -> use_location_x:    boolean    Use X Location of Parent
ChildOfConstraint.use_location_y -> use_location_y:    boolean    Use Y Location of Parent
ChildOfConstraint.use_location_z -> use_location_z:    boolean    Use Z Location of Parent
ChildOfConstraint.use_rotation_x -> use_rotation_x:    boolean    Use X Rotation of Parent
ChildOfConstraint.use_rotation_y -> use_rotation_y:    boolean    Use Y Rotation of Parent
ChildOfConstraint.use_rotation_z -> use_rotation_z:    boolean    Use Z Rotation of Parent
ChildOfConstraint.use_scale_x -> use_scale_x:    boolean    Use X Scale of Parent
ChildOfConstraint.use_scale_y -> use_scale_y:    boolean    Use Y Scale of Parent
ChildOfConstraint.use_scale_z -> use_scale_z:    boolean    Use Z Scale of Parent
ClampToConstraint.cyclic -> use_cyclic:    boolean    Treat curve as cyclic curve (no clamping to curve bounding box
ClothCollisionSettings.enable_collision -> use_collision:    boolean    Enable collisions with other objects
ClothCollisionSettings.enable_self_collision -> use_self_collision:    boolean    Enable self collisions
ClothSettings.pin_cloth -> use_pin_cloth:    boolean    Enable pinning of cloth vertices to other objects/positions
ClothSettings.stiffness_scaling -> use_stiffness_scale:    boolean    If enabled, stiffness can be scaled along a weight painted vertex group
CollisionSensor.collision_type -> use_material:    boolean    Use material instead of property
CollisionSensor.pulse -> use_pulse:    boolean    Changes to the set of colliding objects generates pulse
CollisionSettings.enabled -> use:    boolean    Enable this objects as a collider for physics systems
CollisionSettings.kill_particles -> use_particle_kill:    boolean    Kill colliding particles
CompositorNodeAlphaOver.convert_premul -> use_premultiply:    boolean
CompositorNodeBlur.bokeh -> use_bokeh:    boolean
CompositorNodeBlur.gamma -> use_gamma_correction:    boolean
CompositorNodeBlur.relative -> use_relative:    boolean
CompositorNodeColorSpill.unspill -> use_unspill:    boolean    Compensate all channels (diffenrently) by hand
CompositorNodeCrop.crop_size -> use_crop_size:    boolean    Whether to crop the size of the input image
CompositorNodeDBlur.wrap -> use_wrap:    boolean
CompositorNodeDefocus.gamma_correction -> use_gamma_correction:    boolean    Enable gamma correction before and after main process
CompositorNodeDefocus.preview -> use_preview:    boolean    Enable sampling mode, useful for preview when using low samplecounts
CompositorNodeDefocus.use_zbuffer -> use_zbuffer:    boolean    Disable when using an image as input instead of actual zbuffer (auto enabled if node not image based, eg. time node)
CompositorNodeGlare.rotate_45 -> use_rotate_45:    boolean    Simple star filter: add 45 degree rotation offset
CompositorNodeImage.auto_refresh -> use_auto_refresh:    boolean
CompositorNodeImage.cyclic -> use_cyclic:    boolean
CompositorNodeInvert.alpha -> invert_alpha:    boolean
CompositorNodeInvert.rgb -> invert_rgb:    boolean
CompositorNodeLensdist.fit -> use_fit:    boolean    For positive distortion factor only: scale image such that black areas are not visible
CompositorNodeLensdist.jitter -> use_jitter:    boolean    Enable/disable jittering; faster, but also noisier
CompositorNodeLensdist.projector -> use_projector:    boolean    Enable/disable projector mode. Effect is applied in horizontal direction only
CompositorNodeMapValue.use_max -> use_max:    boolean
CompositorNodeMapValue.use_min -> use_min:    boolean
CompositorNodeMixRGB.alpha -> use_alpha:    boolean    Include alpha of second input in this operation
CompositorNodeOutputFile.exr_half -> use_exr_half:    boolean
CompositorNodeVecBlur.curved -> use_curved:    boolean    Interpolate between frames in a bezier curve, rather than linearly
Constraint.active -> active:    boolean    Constraint is the one being edited
Constraint.disabled -> is_valid:    boolean, (read-only)    Constraint has invalid settings and will not be evaluated
Constraint.expanded -> show_expanded:    boolean    Constraint's panel is expanded in UI
Constraint.proxy_local -> is_proxy_local:    boolean    Constraint was added in this proxy instance (i.e. did not belong to source Armature)
ConstraintActuator.detect_material -> use_material_detect:    boolean    Detect material instead of property
ConstraintActuator.fh_normal -> use_fh_normal:    boolean    Add a horizontal spring force on slopes
ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis:    boolean    Keep object axis parallel to normal
ConstraintActuator.force_distance -> use_force_distance:    boolean    Force distance of object to point of impact of ray
ConstraintActuator.local -> use_local:    boolean    Set ray along object's axis or global axis
ConstraintActuator.normal -> use_normal:    boolean    Set object axis along (local axis) or parallel (global axis) to the normal at hit position
ConstraintActuator.persistent -> use_persistent:    boolean    Persistent actuator: stays active even if ray does not reach target
ControlFluidSettings.active -> use:    boolean    Object contributes to the fluid simulation
ControlFluidSettings.reverse_frames -> use_reverse_frames:    boolean    Reverse control object movement
Controller.expanded -> show_expanded:    boolean    Set controller expanded in the user interface
Controller.priority -> use_priority:    boolean    Mark controller for execution before all non-marked controllers (good for startup scripts)
Controller.state -> states:    boolean, (read-only)    Set Controller state index (1 to 30)
CopyLocationConstraint.invert_x -> invert_x:    boolean    Invert the X location
CopyLocationConstraint.invert_y -> invert_y:    boolean    Invert the Y location
CopyLocationConstraint.invert_z -> invert_z:    boolean    Invert the Z location
CopyLocationConstraint.use_offset -> use_offset:    boolean    Add original location into copied location
CopyLocationConstraint.use_x -> use_x:    boolean    Copy the target's X location
CopyLocationConstraint.use_y -> use_y:    boolean    Copy the target's Y location
CopyLocationConstraint.use_z -> use_z:    boolean    Copy the target's Z location
CopyRotationConstraint.invert_x -> invert_x:    boolean    Invert the X rotation
CopyRotationConstraint.invert_y -> invert_y:    boolean    Invert the Y rotation
CopyRotationConstraint.invert_z -> invert_z:    boolean    Invert the Z rotation
CopyRotationConstraint.use_offset -> use_offset:    boolean    Add original rotation into copied rotation
CopyRotationConstraint.use_x -> use_x:    boolean    Copy the target's X rotation
CopyRotationConstraint.use_y -> use_y:    boolean    Copy the target's Y rotation
CopyRotationConstraint.use_z -> use_z:    boolean    Copy the target's Z rotation
CopyScaleConstraint.use_offset -> use_offset:    boolean    Add original scale into copied scale
CopyScaleConstraint.use_x -> use_x:    boolean    Copy the target's X scale
CopyScaleConstraint.use_y -> use_y:    boolean    Copy the target's Y scale
CopyScaleConstraint.use_z -> use_z:    boolean    Copy the target's Z scale
Curve.auto_texspace -> use_auto_texspace:    boolean    Adjusts active object's texture space automatically when transforming object
Curve.back -> use_fill_back:    boolean    Draw filled back for extruded/beveled curves
Curve.draw_handles -> show_handles:    boolean    Display bezier handles in editmode
Curve.draw_normals -> show_normals:    boolean    Display 3D curve normals in editmode
Curve.front -> use_fill_front:    boolean    Draw filled front for extruded/beveled curves
Curve.map_along_length -> use_map_along_length:    boolean    Generate texture mapping coordinates following the curve direction, rather than the local bounding box
Curve.use_deform_fill -> use_fill_deform:    boolean    Fill curve after applying deformation
Curve.use_path -> use_path:    boolean    Enable the curve to become a translation path
Curve.use_path_follow -> use_path_follow:    boolean    Make curve path children to rotate along the path
Curve.use_radius -> use_radius:    boolean    Option for paths: apply the curve radius with path following it and deforming
Curve.use_stretch -> use_stretch:    boolean    Option for curve-deform: makes deformed child to stretch along entire path
Curve.use_time_offset -> use_time_offset:    boolean    Children will use Time Offset value as path distance offset

CurveMapping.clip -> use_clip:    boolean    Force the curve view to fit a defined boundary
DelaySensor.repeat -> use_repeat:    boolean    Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics
DomainFluidSettings.generate_speed_vectors -> use_speed_vectors:    boolean    Generate speed vectors for vector blur
DomainFluidSettings.override_time -> use_time_override:    boolean    Use a custom start and end time (in seconds) instead of the scene's timeline
DomainFluidSettings.reverse_frames -> use_reverse_frames:    boolean    Reverse fluid frames
NEGATE * DopeSheet.collapse_summary -> show_expanded_summary:    boolean    Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only)
DopeSheet.display_armature -> show_armatures:    boolean    Include visualization of Armature related Animation data
DopeSheet.display_camera -> show_cameras:    boolean    Include visualization of Camera related Animation data
DopeSheet.display_curve -> show_curves:    boolean    Include visualization of Curve related Animation data
DopeSheet.display_lamp -> show_lamps:    boolean    Include visualization of Lamp related Animation data
DopeSheet.display_material -> show_materials:    boolean    Include visualization of Material related Animation data
DopeSheet.display_mesh -> show_meshes:    boolean    Include visualization of Mesh related Animation data
DopeSheet.display_metaball -> show_metaballs:    boolean    Include visualization of Metaball related Animation data
DopeSheet.display_node -> show_nodes:    boolean    Include visualization of Node related Animation data
DopeSheet.display_particle -> show_particles:    boolean    Include visualization of Particle related Animation data
DopeSheet.display_scene -> show_scenes:    boolean    Include visualization of Scene related Animation data
DopeSheet.display_shapekeys -> show_shapekeys:    boolean    Include visualization of ShapeKey related Animation data
DopeSheet.display_summary -> show_summary:    boolean    Display an additional 'summary' line. (DopeSheet Editors only)
DopeSheet.display_texture -> show_textures:    boolean    Include visualization of Texture related Animation data
DopeSheet.display_transforms -> show_transforms:    boolean    Include visualization of Object-level Animation data (mostly Transforms)
DopeSheet.display_world -> show_worlds:    boolean    Include visualization of World related Animation data
DopeSheet.include_missing_nla -> show_missing_nla:    boolean    Include Animation Data blocks with no NLA data. (NLA Editor only)
DopeSheet.only_group_objects -> show_only_group_objects:    boolean    Only include channels from Objects in the specified Group
DopeSheet.only_selected -> show_only_selected:    boolean    Only include channels relating to selected objects and data
Driver.invalid -> is_valid:    boolean    Driver could not be evaluated in past, so should be skipped
Driver.show_debug_info -> show_debug_info:    boolean    Show intermediate values for the driver calculations to allow debugging of drivers
DriverTarget.use_local_space_transforms -> use_local_space_transform:    boolean    Use transforms in Local Space (as opposed to the worldspace default)
EdgeSplitModifier.use_edge_angle -> use_edge_angle:    boolean    Split edges with high angle between faces
EdgeSplitModifier.use_sharp -> use_edge_sharp:    boolean    Split edges that are marked as sharp
EditBone.connected -> use_connect:    boolean    When bone has a parent, bone's head is struck to the parent's tail
EditBone.cyclic_offset -> use_cyclic_offset:    boolean    When bone doesn't have a parent, it receives cyclic offset effects
EditBone.deform -> use_deform:    boolean    Bone does not deform any geometry
EditBone.draw_wire -> show_wire:    boolean    Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes

EditBone.hinge -> use_hinge:    boolean    Bone inherits rotation or scale from parent bone
EditBone.inherit_scale -> use_inherit_scale:    boolean    Bone inherits scaling from parent bone
EditBone.layer -> layers:    boolean    Layers bone exists in
EditBone.local_location -> use_local_location:    boolean    Bone location is set in local space
EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply:    boolean    When deforming bone, multiply effects of Vertex Group weights with Envelope influence

EditObjectActuator.enable_3d_tracking -> use_3d_tracking:    boolean    Enable 3D tracking
EditObjectActuator.local_angular_velocity -> use_local_angular_velocity:    boolean    Apply the rotation locally
EditObjectActuator.local_linear_velocity -> use_local_linear_velocity:    boolean    Apply the transformation locally
EditObjectActuator.replace_display_mesh -> use_replace_display_mesh:    boolean    Replace the display mesh
EditObjectActuator.replace_physics_mesh -> use_replace_physics_mesh:    boolean    Replace the physics mesh (triangle bounds only - compound shapes not supported)
EffectSequence.convert_float -> use_float:    boolean    Convert input to float data
EffectSequence.de_interlace -> use_deinterlace:    boolean    For video movies to remove fields
EffectSequence.flip_x -> use_flip_x:    boolean    Flip on the X axis
EffectSequence.flip_y -> use_flip_y:    boolean    Flip on the Y axis
EffectSequence.premultiply -> use_premultiply:    boolean    Convert RGB from key alpha to premultiplied alpha
EffectSequence.proxy_custom_directory -> use_proxy_custom_directory:    boolean    Use a custom directory to store data
EffectSequence.proxy_custom_file -> use_proxy_custom_file:    boolean    Use a custom file to read proxy data from
EffectSequence.reverse_frames -> use_reverse_frames:    boolean    Reverse frame order
EffectSequence.use_color_balance -> use_color_balance:    boolean    (3-Way color correction) on input
EffectSequence.use_crop -> use_crop:    boolean    Crop image before processing
EffectSequence.use_proxy -> use_proxy:    boolean    Use a preview proxy for this strip
EffectSequence.use_translation -> use_translation:    boolean    Translate image before processing
EffectorWeights.do_growing_hair -> apply_to_hair_growing:    boolean    Use force fields when growing hair
EnvironmentMap.ignore_layers -> layers_ignore:    boolean    Hide objects on these layers when generating the Environment Map
EnvironmentMapTexture.use_filter_size_min -> use_minimum_filter_size:    boolean    Use Filter Size as a minimal filter value in pixels
EnvironmentMapTexture.mipmap -> use_mipmap:    boolean    Uses auto-generated MIP maps for the image
EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss:    boolean    Uses Gauss filter to sample down MIP maps
Event.alt -> is_pressed_alt:    boolean, (read-only)    True when the Alt/Option key is held
Event.ctrl -> is_pressed_ctrl:    boolean, (read-only)    True when the Ctrl key is held
Event.oskey -> is_pressed_cmd:    boolean, (read-only)    True when the Cmd key is held
Event.shift -> is_pressed_shift:    boolean, (read-only)    True when the Shift key is held
ExplodeModifier.alive -> show_alive:    boolean    Show mesh when particles are alive
ExplodeModifier.dead -> show_dead:    boolean    Show mesh when particles are dead
ExplodeModifier.size -> use_size:    boolean    Use particle size for the shrapnel
ExplodeModifier.split_edges -> use_edge_split:    boolean    Split face edges for nicer shrapnel
ExplodeModifier.unborn -> show_unborn:    boolean    Show mesh when particles are unborn
FCurve.auto_clamped_handles -> use_auto_handle_clamp:    boolean    All auto-handles for F-Curve are clamped
FModifier.active -> active:    boolean    F-Curve Modifier is the one being edited
NEGATE * FModifier.disabled -> use:    boolean, (read-only)    F-Curve Modifier has invalid settings and will not be evaluated
FModifier.expanded -> show_expanded:    boolean    F-Curve Modifier's panel is expanded in UI
FModifierFunctionGenerator.additive -> use_additive:    boolean    Values generated by this modifier are applied on top of the existing values instead of overwriting them
FModifierGenerator.additive -> use_additive:    boolean    Values generated by this modifier are applied on top of the existing values instead of overwriting them
FModifierLimits.use_maximum_x -> use_max_x:    boolean    Use the maximum X value
FModifierLimits.use_maximum_y -> use_max_y:    boolean    Use the maximum Y value
FModifierLimits.use_minimum_x -> use_min_x:    boolean    Use the minimum X value
FModifierLimits.use_minimum_y -> use_min_y:    boolean    Use the minimum Y value
FModifierStepped.use_frame_end -> use_frame_end:    boolean    Restrict modifier to only act before its 'end' frame
FModifierStepped.use_frame_start -> use_frame_start:    boolean    Restrict modifier to only act after its 'start' frame
FcurveActuator.add -> use_add:    boolean    F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag
FcurveActuator.child -> apply_to_children:    boolean    Update F-Curve on all children Objects as well
FcurveActuator.force -> use_force:    boolean    Apply F-Curve as a global or local force depending on the local option (dynamic objects only)
FcurveActuator.local -> use_local:    boolean    Let the F-Curve act in local coordinates, used in Force and Add mode
FieldSettings.do_absorption -> use_absorption:    boolean    Force gets absorbed by collision objects
FieldSettings.do_location -> apply_to_location:    boolean    Effect particles' location
FieldSettings.do_rotation -> apply_to_rotation:    boolean    Effect particles' dynamic rotation
FieldSettings.force_2d -> use_2d_force:    boolean    Apply force only in 2d
FieldSettings.global_coordinates -> use_global_coordinates:    boolean    Use effector/global coordinates for turbulence
FieldSettings.guide_path_add -> use_guide_path_add:    boolean    Based on distance/falloff it adds a portion of the entire path
FieldSettings.multiple_springs -> use_multiple_springs:    boolean    Every point is effected by multiple springs
FieldSettings.root_coordinates -> use_root_coordinates:    boolean    Texture coordinates from root particle locations
FieldSettings.use_coordinates -> use_object_coordinates:    boolean    Use object/global coordinates for texture
FieldSettings.use_guide_path_weight -> use_guide_path_weight:    boolean    Use curve weights to influence the particle influence along the curve
FieldSettings.use_max_distance -> use_max_distance:    boolean    Use a maximum distance for the field to work
FieldSettings.use_min_distance -> use_min_distance:    boolean    Use a minimum distance for the field's fall-off
FieldSettings.use_radial_max -> use_radial_max:    boolean    Use a maximum radial distance for the field to work
FieldSettings.use_radial_min -> use_radial_min:    boolean    Use a minimum radial distance for the field's fall-off
FileSelectParams.do_filter -> use_filter:    boolean    Enable filtering of files
FileSelectParams.filter_blender -> use_filter_blender:    boolean    Show .blend files
FileSelectParams.filter_folder -> use_filter_folder:    boolean    Show folders
FileSelectParams.filter_font -> use_filter_font:    boolean    Show font files
FileSelectParams.filter_image -> use_filter_image:    boolean    Show image files
FileSelectParams.filter_movie -> use_filter_movie:    boolean    Show movie files
FileSelectParams.filter_script -> use_filter_script:    boolean    Show script files
FileSelectParams.filter_sound -> use_filter_sound:    boolean    Show sound files
FileSelectParams.filter_text -> use_filter_text:    boolean    Show text files
NEGATE *  FileSelectParams.hide_dot -> show_hidden:    boolean    Hide hidden dot files
Filter2DActuator.enable_motion_blur -> use_motion_blur:    boolean    Enable/Disable Motion Blur
FloorConstraint.sticky -> use_sticky:    boolean    Immobilize object while constrained
FloorConstraint.use_rotation -> use_rotation:    boolean    Use the target's rotation to determine floor
FluidFluidSettings.active -> use:    boolean    Object contributes to the fluid simulation
FluidFluidSettings.export_animated_mesh -> use_animated_mesh:    boolean    Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
FollowPathConstraint.use_curve_follow -> use_curve_follow:    boolean    Object will follow the heading and banking of the curve
FollowPathConstraint.use_curve_radius -> use_curve_radius:    boolean    Objects scale by the curve radius
FollowPathConstraint.use_fixed_position -> use_fixed_location:    boolean    Object will stay locked to a single point somewhere along the length of the curve regardless of time
Function.registered -> is_registered:    boolean, (read-only)    Function is registered as callback as part of type registration
Function.registered_optional -> is_registered_optional:    boolean, (read-only)    Function is optionally registered as callback part of type registration
GPencilFrame.paint_lock -> is_edited:    boolean    Frame is being edited (painted on)
GPencilLayer.active -> active:    boolean    Set active layer for editing
GPencilLayer.frame_lock -> lock_frame:    boolean    Lock current frame displayed by layer
GPencilLayer.hide -> hide:    boolean    Set layer Visibility

GPencilLayer.show_points -> show_points:    boolean    Draw the points which make up the strokes (for debugging purposes)
GPencilLayer.use_onion_skinning -> use_onion_skinning:    boolean    Ghost frames on either side of frame
GameBooleanProperty.value -> value:    boolean    Property value
GameObjectSettings.actor -> use_actor:    boolean    Object is detected by the Near and Radar sensor
GameObjectSettings.all_states -> use_all_states:    boolean    Set all state bits
GameObjectSettings.anisotropic_friction -> use_anisotropic_friction:    boolean    Enable anisotropic friction
GameObjectSettings.collision_compound -> use_collision_compound:    boolean    Add children to form a compound collision object
GameObjectSettings.debug_state -> show_debug_state:    boolean    Print state debug info in the game engine
GameObjectSettings.ghost -> use_ghost:    boolean    Object does not restitute collisions, like a ghost
GameObjectSettings.initial_state -> states_initial:    boolean    Initial state when the game starts
GameObjectSettings.lock_x_axis -> lock_location_x:    boolean    Disable simulation of linear motion along the X axis
GameObjectSettings.lock_x_rot_axis -> lock_rotation_x:    boolean    Disable simulation of angular  motion along the X axis
GameObjectSettings.lock_y_axis -> lock_location_y:    boolean    Disable simulation of linear motion along the Y axis
GameObjectSettings.lock_y_rot_axis -> lock_rotation_y:    boolean    Disable simulation of angular  motion along the Y axis
GameObjectSettings.lock_z_axis -> lock_location_z:    boolean    Disable simulation of linear motion along the Z axis
GameObjectSettings.lock_z_rot_axis -> lock_rotation_z:    boolean    Disable simulation of angular  motion along the Z axis
GameObjectSettings.material_physics -> use_material_physics:    boolean    Use physics settings in materials
NEGATE * GameObjectSettings.no_sleeping -> use_sleep:    boolean    Disable auto (de)activation in physics simulation
GameObjectSettings.rotate_from_normal -> use_rotate_from_normal:    boolean    Use face normal to rotate object, so that it points away from the surface
GameObjectSettings.show_actuators -> show_actuators:    boolean    Shows actuators for this object in the user interface
GameObjectSettings.show_controllers -> show_controllers:    boolean    Shows controllers for this object in the user interface
GameObjectSettings.show_sensors -> show_sensors:    boolean    Shows sensors for this object in the user interface
GameObjectSettings.show_state_panel -> show_state_panel:    boolean    Show state panel
GameObjectSettings.use_activity_culling -> use_activity_culling:    boolean    Disable simulation of angular  motion along the Z axis
GameObjectSettings.use_collision_bounds -> use_collision_bounds:    boolean    Specify a collision bounds type other than the default
GameObjectSettings.used_state -> states_used:    boolean, (read-only)    States which are being used by controllers
GameObjectSettings.visible_state -> states_visible:    boolean    State determining which controllers are displayed
GameProperty.debug -> show_debug:    boolean    Print debug information for this property
GameSoftBodySettings.bending_const -> use_bending_constraints:    boolean    Enable bending constraints
GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody:    boolean    Enable cluster collision between soft and rigid body
GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody:    boolean    Enable cluster collision between soft and soft body
GameSoftBodySettings.shape_match -> use_shape_match:    boolean    Enable soft body shape matching goal
GlowSequence.only_boost -> use_only_boost:    boolean    Show the glow buffer only
GreasePencil.use_stroke_endpoints -> use_stroke_endpoints:    boolean    Only use the first and last parts of the stroke for snapping
Group.layer -> layers:    boolean    Layers visible when this groups is instanced as a dupli
ID.fake_user -> use_fake_user:    boolean    Saves this datablock even if it has no users
ID.tag -> tag:    boolean    Tools can use this to tag data, (initial state is undefined)
Image.animated -> use_animation:    boolean    Use as animated texture in the game engine
Image.clamp_x -> use_clamp_x:    boolean    Disable texture repeating horizontally
Image.clamp_y -> use_clamp_y:    boolean    Disable texture repeating vertically
Image.dirty -> is_dirty:    boolean, (read-only)    Image has changed and is not saved
Image.fields -> use_fields:    boolean    Use fields of the image
Image.has_data -> has_data:    boolean, (read-only)    True if this image has data
Image.premultiply -> use_premultiply:    boolean    Convert RGB from key alpha to premultiplied alpha
Image.tiles -> use_tiles:    boolean    Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)
ImagePaint.invert_stencil -> invert_stencil:    boolean    Invert the stencil layer
ImagePaint.show_brush -> show_brush:    boolean    Enables brush shape while not drawing
ImagePaint.show_brush_draw -> show_brush_draw:    boolean    Enables brush shape while drawing
ImagePaint.use_backface_cull -> use_backface_culling:    boolean    Ignore faces pointing away from the view (faster)
ImagePaint.use_clone_layer -> use_clone_layer:    boolean    Use another UV layer as clone source, otherwise use 3D the cursor as the source
ImagePaint.use_normal_falloff -> use_normal_falloff:    boolean    Paint most on faces pointing towards the view
ImagePaint.use_occlude -> use_occlude:    boolean    Only paint onto the faces directly under the brush (slower)
ImagePaint.use_projection -> use_projection:    boolean    Use projection painting for improved consistency in the brush strokes
ImagePaint.use_stencil_layer -> use_stencil_layer:    boolean    Set the mask layer from the UV layer buttons
ImageSequence.convert_float -> use_float:    boolean    Convert input to float data
ImageSequence.de_interlace -> use_deinterlace:    boolean    For video movies to remove fields
ImageSequence.flip_x -> use_flip_x:    boolean    Flip on the X axis
ImageSequence.flip_y -> use_flip_y:    boolean    Flip on the Y axis
ImageSequence.premultiply -> use_premultiply:    boolean    Convert RGB from key alpha to premultiplied alpha
ImageSequence.proxy_custom_directory -> use_proxy_custom_directory:    boolean    Use a custom directory to store data
ImageSequence.proxy_custom_file -> use_proxy_custom_file:    boolean    Use a custom file to read proxy data from
ImageSequence.reverse_frames -> use_reverse_frames:    boolean    Reverse frame order
ImageSequence.use_color_balance -> use_color_balance:    boolean    (3-Way color correction) on input
ImageSequence.use_crop -> use_crop:    boolean    Crop image before processing
ImageSequence.use_proxy -> use_proxy:    boolean    Use a preview proxy for this strip
ImageSequence.use_translation -> use_translation:    boolean    Translate image before processing
ImageTexture.calculate_alpha -> use_calculate_alpha:    boolean    Calculates an alpha channel based on RGB values in the image
ImageTexture.checker_even -> use_checker_even:    boolean    Sets even checker tiles
ImageTexture.checker_odd -> use_checker_odd:    boolean    Sets odd checker tiles
ImageTexture.filter_size_minimum -> use_minimum_filter_size:    boolean    Use Filter Size as a minimal filter value in pixels
ImageTexture.flip_axis -> use_flip_axis:    boolean    Flips the texture's X and Y axis
ImageTexture.interpolation -> use_interpolation:    boolean    Interpolates pixels using Area filter
ImageTexture.invert_alpha -> invert_alpha:    boolean    Inverts all the alpha values in the image
ImageTexture.mipmap -> use_mipmap:    boolean    Uses auto-generated MIP maps for the image
ImageTexture.mipmap_gauss -> use_mipmap_gauss:    boolean    Uses Gauss filter to sample down MIP maps
ImageTexture.mirror_x -> use_mirror_x:    boolean    Mirrors the image repetition on the X direction
ImageTexture.mirror_y -> use_mirror_y:    boolean    Mirrors the image repetition on the Y direction
ImageTexture.normal_map -> use_normal_map:    boolean    Uses image RGB values for normal mapping
ImageTexture.use_alpha -> use_alpha:    boolean    Uses the alpha channel information in the image
ImageUser.auto_refresh -> use_auto_refresh:    boolean    Always refresh image on frame changes
ImageUser.cyclic -> use_cyclic:    boolean    Cycle the images in the movie
InflowFluidSettings.active -> use:    boolean    Object contributes to the fluid simulation
InflowFluidSettings.export_animated_mesh -> use_animated_mesh:    boolean    Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
InflowFluidSettings.local_coordinates -> use_local_coordinates:    boolean    Use local coordinates for inflow. (e.g. for rotating objects)
Itasc.auto_step -> use_auto_step:    boolean    Automatically determine the optimal number of steps for best performance/accuracy trade off
JoystickSensor.all_events -> use_all_events:    boolean    Triggered by all events on this joysticks current type (axis/button/hat)
Key.relative -> use_relative:    boolean    Makes shape keys relative
KeyConfig.user_defined -> is_user_defined:    boolean, (read-only)    Indicates that a keyconfig was defined by the user
KeyMap.children_expanded -> show_expanded_children:    boolean    Children expanded in the user interface
KeyMap.items_expanded -> show_expanded_items:    boolean    Expanded in the user interface
KeyMap.modal -> is_modal:    boolean, (read-only)    Indicates that a keymap is used for translate modal events for an operator
KeyMap.user_defined -> is_user_defined:    boolean    Keymap is defined by the user
KeyMapItem.active -> active:    boolean    Activate or deactivate item
KeyMapItem.alt -> pressed_alt:    boolean    Alt key pressed
KeyMapItem.any -> pressed_any:    boolean    Any modifier keys pressed
KeyMapItem.ctrl -> pressed_ctrl:    boolean    Control key pressed
KeyMapItem.expanded -> show_expanded:    boolean    Show key map event and property details in the user interface
KeyMapItem.oskey -> pressed_cmd:    boolean    Operating system key pressed
KeyMapItem.shift -> pressed_shift:    boolean    Shift key pressed
KeyboardSensor.all_keys -> use_all_keys:    boolean    Trigger this sensor on any keystroke
KeyingSet.absolute -> use_absolute:    boolean    Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)
KeyingSet.insertkey_needed -> use_insertkey_needed:    boolean    Only insert keyframes where they're needed in the relevant F-Curves
KeyingSet.insertkey_visual -> use_insertkey_visual:    boolean    Insert keyframes based on 'visual transforms'
KeyingSet.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb:    boolean    Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis
KeyingSetInfo.insertkey_needed -> use_insertkey_needed:    boolean    Only insert keyframes where they're needed in the relevant F-Curves
KeyingSetInfo.insertkey_visual -> use_insertkey_visual:    boolean    Insert keyframes based on 'visual transforms'
KeyingSetInfo.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb:    boolean    Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis
KeyingSetPath.entire_array -> use_entire_array:    boolean    When an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be used
KeyingSetPath.insertkey_needed -> use_insertkey_needed:    boolean    Only insert keyframes where they're needed in the relevant F-Curves
KeyingSetPath.insertkey_visual -> use_insertkey_visual:    boolean    Insert keyframes based on 'visual transforms'
KeyingSetPath.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb:    boolean    Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis
KinematicConstraint.pos_lock_x -> lock_location_x:    boolean    Constraint position along X axis
KinematicConstraint.pos_lock_y -> lock_location_y:    boolean    Constraint position along Y axis
KinematicConstraint.pos_lock_z -> lock_location_z:    boolean    Constraint position along Z axis
KinematicConstraint.rot_lock_x -> lock_rotation_x:    boolean    Constraint rotation along X axis
KinematicConstraint.rot_lock_y -> lock_rotation_y:    boolean    Constraint rotation along Y axis
KinematicConstraint.rot_lock_z -> lock_rotation_z:    boolean    Constraint rotation along Z axis
KinematicConstraint.use_position -> use_location:    boolean    Chain follows position of target
KinematicConstraint.use_rotation -> use_rotation:    boolean    Chain follows rotation of target
KinematicConstraint.use_stretch -> use_stretch:    boolean    Enable IK Stretching
KinematicConstraint.use_tail -> use_tail:    boolean    Include bone's tail as last element in chain
KinematicConstraint.use_target -> use_target:    boolean    Disable for targetless IK
Lamp.diffuse -> use_diffuse:    boolean    Lamp does diffuse shading
Lamp.layer -> use_own_layer:    boolean    Illuminates objects only on the same layer the lamp is on
Lamp.negative -> use_negative:    boolean    Lamp casts negative light
Lamp.specular -> use_specular:    boolean    Lamp creates specular highlights
LampSkySettings.use_atmosphere -> use_atmosphere:    boolean    Apply sun effect on atmosphere
LampSkySettings.use_sky -> use_sky:    boolean    Apply sun effect on sky
LampTextureSlot.map_color -> use_map_color:    boolean    Lets the texture affect the basic color of the lamp
LampTextureSlot.map_shadow -> use_map_shadow:    boolean    Lets the texture affect the shadow color of the lamp
Lattice.outside -> use_outside:    boolean    Only draw, and take into account, the outer vertices
LimitLocationConstraint.limit_transform -> limit_transform:    boolean    Transforms are affected by this constraint as well
LimitLocationConstraint.use_maximum_x -> use_max_x:    boolean    Use the maximum X value
LimitLocationConstraint.use_maximum_y -> use_max_y:    boolean    Use the maximum Y value
LimitLocationConstraint.use_maximum_z -> use_max_z:    boolean    Use the maximum Z value
LimitLocationConstraint.use_minimum_x -> use_min_x:    boolean    Use the minimum X value
LimitLocationConstraint.use_minimum_y -> use_min_y:    boolean    Use the minimum Y value
LimitLocationConstraint.use_minimum_z -> use_min_z:    boolean    Use the minimum Z value
LimitRotationConstraint.limit_transform -> limit_transform:    boolean    Transforms are affected by this constraint as well
LimitRotationConstraint.use_limit_x -> use_limit_x:    boolean    Use the minimum X value
LimitRotationConstraint.use_limit_y -> use_limit_y:    boolean    Use the minimum Y value
LimitRotationConstraint.use_limit_z -> use_limit_z:    boolean    Use the minimum Z value
LimitScaleConstraint.limit_transform -> limit_transform:    boolean    Transforms are affected by this constraint as well
LimitScaleConstraint.use_maximum_x -> use_max_x:    boolean    Use the maximum X value
LimitScaleConstraint.use_maximum_y -> use_max_y:    boolean    Use the maximum Y value
LimitScaleConstraint.use_maximum_z -> use_max_z:    boolean    Use the maximum Z value
LimitScaleConstraint.use_minimum_x -> use_min_x:    boolean    Use the minimum X value
LimitScaleConstraint.use_minimum_y -> use_min_y:    boolean    Use the minimum Y value
LimitScaleConstraint.use_minimum_z -> use_min_z:    boolean    Use the minimum Z value
Main.debug -> show_debug:    boolean    Print debugging information in console
Main.file_is_saved -> is_saved:    boolean, (read-only)    Has the current session been saved to disk as a .blend file
MaskModifier.invert -> invert_vertex_group:    boolean    Use vertices that are not part of region defined
Material.cast_approximate -> use_cast_approximate:    boolean    Allow this material to cast shadows when using approximate ambient occlusion.
Material.cast_buffer_shadows -> use_cast_buffer_shadows:    boolean    Allow this material to cast shadows from shadow buffer lamps
Material.cast_shadows_only -> use_cast_shadows_only:    boolean    Makes objects with this material appear invisible, only casting shadows (not rendered)
Material.cubic -> use_cubic:    boolean    Use cubic interpolation for diffuse values, for smoother transitions
NEGATE *  Material.exclude_mist -> use_mist:    boolean    Excludes this material from mist effects (in world settings)
Material.face_texture -> use_face_texture:    boolean    Replaces the object's base color with color from face assigned image textures
Material.face_texture_alpha -> use_face_texture_alpha:    boolean    Replaces the object's base alpha value with alpha from face assigned image textures
Material.full_oversampling -> use_full_oversampling:    boolean    Force this material to render full shading/textures for all anti-aliasing samples
Material.invert_z -> invert_z:    boolean    Renders material's faces with an inverted Z buffer (scanline only)
Material.light_group_exclusive -> use_light_group_exclusive:    boolean    Material uses the light group exclusively - these lamps are excluded from other scene lighting
Material.object_color -> use_object_color:    boolean    Modulate the result with a per-object color
Material.only_shadow -> use_only_shadow:    boolean    Renders shadows as the material's alpha value, making materials transparent except for shadowed areas
Material.ray_shadow_bias -> use_ray_shadow_bias:    boolean    Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)
Material.receive_transparent_shadows -> use_transparent_shadows:    boolean    Allow this object to receive transparent shadows casted through other objects
Material.shadeless -> use_shadeless:    boolean    Makes this material insensitive to light or shadow
Material.shadows -> use_shadows:    boolean    Allows this material to receive shadows
Material.tangent_shading -> use_tangent_shading:    boolean    Use the material's tangent vector instead of the normal for shading - for anisotropic shading effects
Material.traceable -> use_traceable:    boolean    Include this material and geometry that uses it in ray tracing calculations
Material.transparency -> use_transparency:    boolean    Render material as transparent
Material.use_diffuse_ramp -> use_diffuse_ramp:    boolean    Toggle diffuse ramp operations
Material.use_nodes -> use_nodes:    boolean    Use shader nodes to render the material
Material.use_sky -> use_sky:    boolean    Renders this material with zero alpha, with sky background in place (scanline only)
Material.use_specular_ramp -> use_specular_ramp:    boolean    Toggle specular ramp operations
Material.use_textures -> use_textures:    boolean    Enable/Disable each texture
Material.vertex_color_light -> use_vertex_color_light:    boolean    Add vertex colors as additional lighting
Material.vertex_color_paint -> use_vertex_color_paint:    boolean    Replaces object base color with vertex colors (multiplies with 'texture face' face assigned textures)
MaterialHalo.flare_mode -> use_flare_mode:    boolean    Renders halo as a lensflare
MaterialHalo.lines -> use_lines:    boolean    Renders star shaped lines over halo
MaterialHalo.ring -> use_ring:    boolean    Renders rings over halo
MaterialHalo.shaded -> use_shading:    boolean    Lets halo receive light and shadows from external objects
MaterialHalo.soft -> use_soft:    boolean    Softens the edges of halos at intersections with other geometry
MaterialHalo.star -> use_star:    boolean    Renders halo as a star
MaterialHalo.texture -> use_texture:    boolean    Gives halo a texture
MaterialHalo.vertex_normal -> use_vertex_normal:    boolean    Uses the vertex normal to specify the dimension of the halo
MaterialHalo.xalpha -> use_extreme_alpha:    boolean    Uses extreme alpha
MaterialPhysics.align_to_normal -> use_align_to_normal:    boolean    Align dynamic game objects along the surface normal, when inside the physics distance area
MaterialRaytraceMirror.enabled -> use:    boolean    Enable raytraced reflections
MaterialStrand.blender_units -> use_blender_units:    boolean    Use Blender units for widths instead of pixels
MaterialStrand.surface_diffuse -> use_surface_diffuse:    boolean    Make diffuse shading more similar to shading the surface
MaterialStrand.tangent_shading -> use_tangent_shading:    boolean    Uses direction of strands as normal for tangent-shading
MaterialSubsurfaceScattering.enabled -> use:    boolean    Enable diffuse subsurface scatting effects in a material
MaterialTextureSlot.enabled -> use:    boolean    Enable this material texture slot
MaterialTextureSlot.from_dupli -> use_from_dupli:    boolean    Dupli's instanced from verts, faces or particles, inherit texture coordinate from their parent
MaterialTextureSlot.from_original -> use_from_original:    boolean    Dupli's derive their object coordinates from the original objects transformation
MaterialTextureSlot.map_alpha -> use_map_alpha:    boolean    Causes the texture to affect the alpha value
MaterialTextureSlot.map_ambient -> use_map_ambient:    boolean    Causes the texture to affect the value of ambient
MaterialTextureSlot.map_colordiff -> use_map_colordiff:    boolean    Causes the texture to affect basic color of the material
MaterialTextureSlot.map_coloremission -> use_map_coloremission:    boolean    Causes the texture to affect the color of emission
MaterialTextureSlot.map_colorreflection -> use_map_colorreflection:    boolean    Causes the texture to affect the color of scattered light
MaterialTextureSlot.map_colorspec -> use_map_colorspec:    boolean    Causes the texture to affect the specularity color
MaterialTextureSlot.map_colortransmission -> use_map_colortransmission:    boolean    Causes the texture to affect the result color after other light has been scattered/absorbed
MaterialTextureSlot.map_density -> use_map_density:    boolean    Causes the texture to affect the volume's density
MaterialTextureSlot.map_diffuse -> use_map_diffuse:    boolean    Causes the texture to affect the value of the materials diffuse reflectivity
MaterialTextureSlot.map_displacement -> use_map_displacement:    boolean    Let the texture displace the surface
MaterialTextureSlot.map_emission -> use_map_emission:    boolean    Causes the texture to affect the volume's emission
MaterialTextureSlot.map_emit -> use_map_emit:    boolean    Causes the texture to affect the emit value
MaterialTextureSlot.map_hardness -> use_map_hardness:    boolean    Causes the texture to affect the hardness value
MaterialTextureSlot.map_mirror -> use_map_mirror:    boolean    Causes the texture to affect the mirror color
MaterialTextureSlot.map_normal -> use_map_normal:    boolean    Causes the texture to affect the rendered normal
MaterialTextureSlot.map_raymir -> use_map_raymir:    boolean    Causes the texture to affect the ray-mirror value
MaterialTextureSlot.map_reflection -> use_map_reflect:    boolean    Causes the texture to affect the reflected light's brightness
MaterialTextureSlot.map_scattering -> use_map_scatter:    boolean    Causes the texture to affect the volume's scattering
MaterialTextureSlot.map_specular -> use_map_specular:    boolean    Causes the texture to affect the value of specular reflectivity
MaterialTextureSlot.map_translucency -> use_map_translucency:    boolean    Causes the texture to affect the translucency value
MaterialTextureSlot.map_warp -> use_map_warp:    boolean    Let the texture warp texture coordinates of next channels
MaterialTextureSlot.new_bump -> use_new_bump:    boolean    Use new, corrected bump mapping code (backwards compatibility option)
MaterialVolume.external_shadows -> use_external_shadows:    boolean    Receive shadows from sources outside the volume (temporary)
MaterialVolume.light_cache -> use_light_cache:    boolean    Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy
Mesh.all_edges -> show_all_edges:    boolean    Displays all edges for wireframe in all view modes in the 3D view
Mesh.auto_texspace -> use_auto_texspace:    boolean    Adjusts active object's texture space automatically when transforming object
Mesh.autosmooth -> use_autosmooth:    boolean    Treats all set-smoothed faces with angles less than the specified angle as 'smooth' during render
Mesh.double_sided -> show_double_sided:    boolean    Render/display the mesh with double or single sided lighting
Mesh.draw_bevel_weights -> show_bevel_weights:    boolean    Displays weights created for the Bevel modifier
Mesh.draw_creases -> show_creases:    boolean    Displays creases created for subsurf weighting
Mesh.draw_edge_angle -> show_edge_angle:    boolean    Displays the angles in the selected edges in degrees
Mesh.draw_edge_lenght -> show_edge_lenght:    boolean    Displays selected edge lengths
Mesh.draw_edges -> show_edges:    boolean    Displays selected edges using highlights in the 3D view and UV editor
Mesh.draw_face_area -> show_face_area:    boolean    Displays the area of selected faces
Mesh.draw_faces -> show_faces:    boolean    Displays all faces as shades in the 3D view and UV editor
Mesh.draw_normals -> show_normals:    boolean    Displays face normals as lines
Mesh.draw_seams -> show_seams:    boolean    Displays UV unwrapping seams
Mesh.draw_sharp -> show_sharp:    boolean    Displays sharp edges, used with the EdgeSplit modifier
Mesh.draw_vertex_normals -> show_vertex_normals:    boolean    Displays vertex normals as lines
Mesh.use_mirror_topology -> use_mirror_topology:    boolean    Use topology based mirroring
Mesh.use_mirror_x -> use_mirror_x:    boolean    X Axis mirror editing
Mesh.use_paint_mask -> use_paint_mask:    boolean    Face selection masking for painting
Mesh.vertex_normal_flip -> use_vertex_normal_flip:    boolean    Flip vertex normals towards the camera during render
MeshColorLayer.active -> active:    boolean    Sets the layer as active for display and editing
MeshColorLayer.active_render -> active_render:    boolean    Sets the layer as active for rendering
MeshDeformModifier.dynamic -> use_dynamic_bind:    boolean    Recompute binding dynamically on top of other deformers (slower and more memory consuming.)
MeshDeformModifier.invert -> invert_vertex_group:    boolean    Invert vertex group influence
MeshDeformModifier.is_bound -> is_bound:    boolean, (read-only)    Whether geometry has been bound to control cage
MeshEdge.fgon -> is_fgon:    boolean, (read-only)    Fgon edge
MeshEdge.loose -> is_loose:    boolean, (read-only)    Loose edge
MeshEdge.seam -> use_seam:    boolean    Seam edge for UV unwrapping
MeshEdge.sharp -> use_sharp:    boolean    Sharp edge for the EdgeSplit modifier

MeshFace.smooth -> use_smooth:    boolean
MeshTextureFace.alpha_sort -> use_alpha_sort:    boolean    Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)
MeshTextureFace.billboard -> use_billboard:    boolean    Billboard with Z-axis constraint
MeshTextureFace.collision -> use_collision:    boolean    Use face for collision and ray-sensor detection
MeshTextureFace.halo -> use_halo:    boolean    Screen aligned billboard
MeshTextureFace.invisible -> hide:    boolean    Make face invisible
MeshTextureFace.light -> use_light:    boolean    Use light for face
MeshTextureFace.object_color -> use_object_color:    boolean    Use ObColor instead of vertex colors
MeshTextureFace.shadow -> use_shadow_face:    boolean    Face is used for shadow
MeshTextureFace.shared -> use_blend_shared:    boolean    Blend vertex colors across face when vertices are shared
MeshTextureFace.tex -> use_texture:    boolean    Render face with texture
MeshTextureFace.text -> use_bitmap_text:    boolean    Enable bitmap text on face
MeshTextureFace.twoside -> use_twoside:    boolean    Render face two-sided
MeshTextureFace.uv_pinned -> pin_uv:    boolean
MeshTextureFace.uv_selected -> select_uv:    boolean
MeshTextureFaceLayer.active -> active:    boolean    Sets the layer as active for display and editing
MeshTextureFaceLayer.active_clone -> active_clone:    boolean    Sets the layer as active for cloning
MeshTextureFaceLayer.active_render -> active_render:    boolean    Sets the layer as active for rendering
MetaBall.auto_texspace -> use_auto_texspace:    boolean    Adjusts active object's texture space automatically when transforming object
MetaElement.hide -> hide:    boolean    Hide element
MetaElement.negative -> use_negative:    boolean    Set metaball as negative one
MetaSequence.convert_float -> use_float:    boolean    Convert input to float data
MetaSequence.de_interlace -> use_deinterlace:    boolean    For video movies to remove fields
MetaSequence.flip_x -> use_flip_x:    boolean    Flip on the X axis
MetaSequence.flip_y -> use_flip_y:    boolean    Flip on the Y axis
MetaSequence.premultiply -> use_premultiply:    boolean    Convert RGB from key alpha to premultiplied alpha
MetaSequence.proxy_custom_directory -> use_proxy_custom_directory:    boolean    Use a custom directory to store data
MetaSequence.proxy_custom_file -> use_proxy_custom_file:    boolean    Use a custom file to read proxy data from
MetaSequence.reverse_frames -> use_reverse_frames:    boolean    Reverse frame order
MetaSequence.use_color_balance -> use_color_balance:    boolean    (3-Way color correction) on input
MetaSequence.use_crop -> use_crop:    boolean    Crop image before processing
MetaSequence.use_proxy -> use_proxy:    boolean    Use a preview proxy for this strip
MetaSequence.use_translation -> use_translation:    boolean    Translate image before processing
MirrorModifier.clip -> use_clip:    boolean    Prevents vertices from going through the mirror during transform
MirrorModifier.mirror_u -> use_mirror_u:    boolean    Mirror the U texture coordinate around the 0.5 point
MirrorModifier.mirror_v -> use_mirror_v:    boolean    Mirror the V texture coordinate around the 0.5 point
MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups:    boolean    Mirror vertex groups (e.g. .R->.L)
MirrorModifier.x -> use_x:    boolean    Enable X axis mirror
MirrorModifier.y -> use_y:    boolean    Enable Y axis mirror
MirrorModifier.z -> use_z:    boolean    Enable Z axis mirror
Modifier.editmode -> show_in_editmode:    boolean    Use modifier while in the edit mode
Modifier.expanded -> show_expanded:    boolean    Set modifier expanded in the user interface
Modifier.on_cage -> show_on_cage:    boolean    Enable direct editing of modifier control cage
Modifier.realtime -> show_realtime:    boolean    Realtime display of a modifier
Modifier.render -> use_render:    boolean    Use modifier during rendering
MotionPath.editing -> is_edited:    boolean    Path is being edited
MotionPath.use_bone_head -> use_bone_head:    boolean, (read-only)    For PoseBone paths, use the bone head location when calculating this path
MovieSequence.convert_float -> use_float:    boolean    Convert input to float data
MovieSequence.de_interlace -> use_deinterlace:    boolean    For video movies to remove fields
MovieSequence.flip_x -> use_flip_x:    boolean    Flip on the X axis
MovieSequence.flip_y -> use_flip_y:    boolean    Flip on the Y axis
MovieSequence.premultiply -> use_premultiply:    boolean    Convert RGB from key alpha to premultiplied alpha
MovieSequence.proxy_custom_directory -> use_proxy_custom_directory:    boolean    Use a custom directory to store data
MovieSequence.proxy_custom_file -> use_proxy_custom_file:    boolean    Use a custom file to read proxy data from
MovieSequence.reverse_frames -> use_reverse_frames:    boolean    Reverse frame order
MovieSequence.use_color_balance -> use_color_balance:    boolean    (3-Way color correction) on input
MovieSequence.use_crop -> use_crop:    boolean    Crop image before processing
MovieSequence.use_proxy -> use_proxy:    boolean    Use a preview proxy for this strip
MovieSequence.use_translation -> use_translation:    boolean    Translate image before processing
MulticamSequence.convert_float -> use_float:    boolean    Convert input to float data
MulticamSequence.de_interlace -> use_deinterlace:    boolean    For video movies to remove fields
MulticamSequence.flip_x -> use_flip_x:    boolean    Flip on the X axis
MulticamSequence.flip_y -> use_flip_y:    boolean    Flip on the Y axis
MulticamSequence.premultiply -> use_premultiply:    boolean    Convert RGB from key alpha to premultiplied alpha
MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory:    boolean    Use a custom directory to store data
MulticamSequence.proxy_custom_file -> use_proxy_custom_file:    boolean    Use a custom file to read proxy data from
MulticamSequence.reverse_frames -> use_reverse_frames:    boolean    Reverse frame order
MulticamSequence.use_color_balance -> use_color_balance:    boolean    (3-Way color correction) on input
MulticamSequence.use_crop -> use_crop:    boolean    Crop image before processing
MulticamSequence.use_proxy -> use_proxy:    boolean    Use a preview proxy for this strip
MulticamSequence.use_translation -> use_translation:    boolean    Translate image before processing
MultiresModifier.external -> is_external:    boolean, (read-only)    Store multires displacements outside the .blend file, to save memory
MultiresModifier.optimal_display -> show_only_control_edges:    boolean    Skip drawing/rendering of interior subdivided edges
NetRenderSettings.master_broadcast -> use_master_broadcast:    boolean    broadcast master server address on local network
NetRenderSettings.master_clear -> use_master_clear:    boolean    delete saved files on exit
NetRenderSettings.slave_clear -> use_slave_clear:    boolean    delete downloaded files on exit
NetRenderSettings.slave_outputlog -> use_slave_output_log:    boolean    Output render text log to console as well as sending it to the master
NetRenderSettings.slave_thumb -> use_slave_thumb:    boolean    Generate thumbnails on slaves instead of master
NlaStrip.active -> active:    boolean, (read-only)    NLA Strip is active
NlaStrip.animated_influence -> use_animated_influence:    boolean    Influence setting is controlled by an F-Curve rather than automatically determined
NlaStrip.animated_time -> use_animated_time:    boolean    Strip time is controlled by an F-Curve rather than automatically determined
NlaStrip.animated_time_cyclic -> use_animated_time_cyclic:    boolean    Cycle the animated time within the action start & end
NlaStrip.auto_blending -> use_auto_blend:    boolean    Number of frames for Blending In/Out is automatically determined from overlapping strips
NlaStrip.muted -> mute:    boolean    NLA Strip is not evaluated
NlaStrip.reversed -> use_reverse:    boolean    NLA Strip is played back in reverse order (only when timing is automatically determined)
NlaTrack.active -> active:    boolean, (read-only)    NLA Track is active
NlaTrack.solo -> is_solo:    boolean, (read-only)    NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)
Object.draw_axis -> show_axis:    boolean    Displays the object's origin and axis
Object.draw_bounds -> show_bounds:    boolean    Displays the object's bounds
Object.draw_name -> show_name:    boolean    Displays the object's name
Object.draw_texture_space -> show_texture_space:    boolean    Displays the object's texture space
Object.draw_transparent -> show_transparent:    boolean    Enables transparent materials for the object (Mesh only)
Object.draw_wire -> show_wire:    boolean    Adds the object's wireframe over solid drawing
Object.duplis_used -> is_duplicator:    boolean, (read-only)
Object.layers -> layers:    boolean    Layers the object is on
Object.lock_location -> lock_location:    boolean    Lock editing of location in the interface
Object.lock_rotation -> lock_rotation:    boolean    Lock editing of rotation in the interface
Object.lock_rotation_w -> lock_rotation_w:    boolean    Lock editing of 'angle' component of four-component rotations in the interface
Object.lock_rotations_4d -> lock_rotations_4d:    boolean    Lock editing of four component rotations by components (instead of as Eulers)
Object.lock_scale -> lock_scale:    boolean    Lock editing of scale in the interface

Object.shape_key_edit_mode -> use_shape_key_edit_mode:    boolean    Apply shape keys in edit mode (for Meshes only)
Object.shape_key_lock -> show_shape_key:    boolean    Always show the current Shape for this Object
Object.slow_parent -> use_slow_parent:    boolean    Create a delay in the parent relationship
Object.time_offset_add_parent -> use_time_offset_add_parent:    boolean    Add the parents time offset value
Object.time_offset_edit -> use_time_offset_edit:    boolean    Use time offset when inserting keys and display time offset for F-Curve and action views
Object.time_offset_parent -> use_time_offset_parent:    boolean    Apply the time offset to this objects parent relationship
Object.time_offset_particle -> use_time_offset_particle:    boolean    Let the time offset work on the particle effect
Object.use_dupli_faces_scale -> use_dupli_faces_scale:    boolean    Scale dupli based on face size
Object.use_dupli_frames_speed -> use_dupli_frames_speed:    boolean    Set dupliframes to use the frame
Object.use_dupli_verts_rotation -> use_dupli_verts_rotation:    boolean    Rotate dupli according to vertex normal
Object.x_ray -> show_x_ray:    boolean    Makes the object draw in front of others
ObjectActuator.add_linear_velocity -> use_add_linear_velocity:    boolean    Toggles between ADD and SET linV
ObjectActuator.local_angular_velocity -> use_local_angular_velocity:    boolean    Angular velocity is defined in local coordinates
ObjectActuator.local_force -> use_local_force:    boolean    Force is defined in local coordinates
ObjectActuator.local_linear_velocity -> use_local_linear_velocity:    boolean    Velocity is defined in local coordinates
ObjectActuator.local_location -> use_local_location:    boolean    Location is defined in local coordinates
ObjectActuator.local_rotation -> use_local_rotation:    boolean    Rotation is defined in local coordinates
ObjectActuator.local_torque -> use_local_torque:    boolean    Torque is defined in local coordinates
ObjectActuator.servo_limit_x -> use_servo_limit_x:    boolean    Set limit to force along the X axis
ObjectActuator.servo_limit_y -> use_servo_limit_y:    boolean    Set limit to force along the Y axis
ObjectActuator.servo_limit_z -> use_servo_limit_z:    boolean    Set limit to force along the Z axis
ObjectBase.layers -> layers:    boolean    Layers the object base is on
ObstacleFluidSettings.active -> use:    boolean    Object contributes to the fluid simulation
ObstacleFluidSettings.export_animated_mesh -> use_animated_mesh:    boolean    Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
Operator.has_reports -> has_reports:    boolean, (read-only)    Operator has a set of reports (warnings and errors) from last execution
OperatorStrokeElement.flip -> use_flip:    boolean
OutflowFluidSettings.active -> use:    boolean    Object contributes to the fluid simulation
OutflowFluidSettings.export_animated_mesh -> use_animated_mesh:    boolean    Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
Paint.fast_navigate -> show_low_resolution:    boolean    For multires, show low resolution while navigating the view
Paint.show_brush -> show_brush:    boolean
Panel.bl_default_closed -> bl_use_closed:    boolean
Panel.bl_show_header -> bl_show_header:    boolean
ParentActuator.compound -> use_compound:    boolean    Add this object shape to the parent shape (only if the parent shape is already compound)
ParentActuator.ghost -> use_ghost:    boolean    Make this object ghost while parented (only if not compound)
ParticleBrush.use_puff_volume -> use_puff_volume:    boolean    Apply puff to unselected end-points, (helps maintain hair volume when puffing root)
ParticleEdit.add_interpolate -> use_add_interpolate:    boolean    Interpolate new particles from the existing ones
ParticleEdit.auto_velocity -> use_auto_velocity:    boolean    Calculate point velocities automatically
ParticleEdit.draw_particles -> show_particles:    boolean    Draw actual particles
ParticleEdit.editable -> is_editable:    boolean, (read-only)    A valid edit mode exists
ParticleEdit.emitter_deflect -> use_emitter_deflect:    boolean    Keep paths from intersecting the emitter
ParticleEdit.fade_time -> use_fade_time:    boolean    Fade paths and keys further away from current frame
ParticleEdit.hair -> is_hair:    boolean, (read-only)    Editing hair
ParticleEdit.keep_lengths -> use_preserve_lengths:    boolean    Keep path lengths constant
ParticleEdit.keep_root -> use_preserve_root:    boolean    Keep root keys unmodified
ParticleFluidSettings.drops -> use_drops:    boolean    Show drop particles
ParticleFluidSettings.floats -> use_floats:    boolean    Show floating foam particles
ParticleFluidSettings.tracer -> use_tracer:    boolean    Show tracer particles
ParticleInstanceModifier.alive -> use_alive:    boolean    Show instances when particles are alive
ParticleInstanceModifier.children -> use_children:    boolean    Create instances from child particles
ParticleInstanceModifier.dead -> use_dead:    boolean    Show instances when particles are dead
ParticleInstanceModifier.keep_shape -> use_preserve_shape:    boolean    Don't stretch the object
ParticleInstanceModifier.normal -> use_normal:    boolean    Create instances from normal particles
ParticleInstanceModifier.size -> use_size:    boolean    Use particle size to scale the instances
ParticleInstanceModifier.unborn -> use_unborn:    boolean    Show instances when particles are unborn
ParticleInstanceModifier.use_path -> use_path:    boolean    Create instances along particle paths
ParticleSettings.abs_path_time -> use_absolute_path_time:    boolean    Path timing is in absolute frames
ParticleSettings.animate_branching -> use_animate_branching:    boolean    Animate branching
ParticleSettings.billboard_lock -> lock_billboard:    boolean    Lock the billboards align axis
ParticleSettings.boids_2d -> lock_boids_to_surface:    boolean    Constrain boids to a surface
ParticleSettings.branching -> use_branching:    boolean    Branch child paths from each other
ParticleSettings.child_effector -> apply_effector_to_children:    boolean    Apply effectors to children
ParticleSettings.child_guide -> apply_guide_to_children:    boolean
ParticleSettings.die_on_collision -> use_die_on_collision:    boolean    Particles die when they collide with a deflector object
ParticleSettings.died -> use_died:    boolean    Show particles after they have died
ParticleSettings.draw_health -> show_health:    boolean    Draw boid health
ParticleSettings.emitter -> use_render_emitter:    boolean    Render emitter Object also
ParticleSettings.enable_simplify -> use_simplify:    boolean    Remove child strands as the object becomes smaller on the screen
ParticleSettings.even_distribution -> use_even_distribution:    boolean    Use even distribution from faces based on face areas or edge lengths
ParticleSettings.grid_invert -> invert_grid:    boolean    Invert what is considered object and what is not
ParticleSettings.hair_bspline -> use_hair_bspline:    boolean    Interpolate hair using B-Splines
ParticleSettings.material_color -> show_material_color:    boolean    Draw particles using material's diffuse color
ParticleSettings.num -> show_number:    boolean    Show particle number
ParticleSettings.parent -> use_parents:    boolean    Render parent particles
ParticleSettings.rand_group -> use_group_pick_random:    boolean    Pick objects from group randomly
ParticleSettings.react_multiple -> use_react_multiple:    boolean    React multiple times
ParticleSettings.react_start_end -> use_react_start_end:    boolean    Give birth to unreacted particles eventually
ParticleSettings.render_adaptive -> use_render_adaptive:    boolean    Use adapative rendering for paths
ParticleSettings.render_strand -> use_strand_primitive:    boolean    Use the strand primitive for rendering
ParticleSettings.rotation_dynamic -> use_dynamic_rotation:    boolean    Sets rotation to dynamic/constant
ParticleSettings.self_effect -> use_self_effect:    boolean    Particle effectors effect themselves
ParticleSettings.show_size -> show_size:    boolean    Show particle size
ParticleSettings.size_deflect -> use_size_deflect:    boolean    Use particle's size in deflection
ParticleSettings.sizemass -> use_multiply_size_mass:    boolean    Multiply mass by particle size
ParticleSettings.symmetric_branching -> use_symmetric_branching:    boolean    Start and end points are the same
ParticleSettings.trand -> use_emit_random:    boolean    Emit in random order of elements
ParticleSettings.unborn -> use_unborn:    boolean    Show particles before they are emitted
ParticleSettings.use_global_dupli -> use_global_dupli:    boolean    Use object's global coordinates for duplication
ParticleSettings.use_group_count -> use_group_count:    boolean    Use object multiple times in the same group
ParticleSettings.velocity -> show_velocity:    boolean    Show particle velocity
ParticleSettings.velocity_length -> use_velocity_length:    boolean    Multiply line length by particle speed
ParticleSettings.viewport -> use_simplify_viewport:    boolean
ParticleSettings.whole_group -> use_whole_group:    boolean    Use whole group at once
ParticleSystem.editable -> is_editable:    boolean, (read-only)    Particle system can be edited in particle mode
ParticleSystem.edited -> is_edited:    boolean, (read-only)    Particle system has been edited in particle mode
ParticleSystem.global_hair -> is_global_hair:    boolean, (read-only)    Hair keys are in global coordinate space
ParticleSystem.hair_dynamics -> use_hair_dynamics:    boolean    Enable hair dynamics using cloth simulation
ParticleSystem.keyed_timing -> use_keyed_timing:    boolean    Use key times
ParticleSystem.multiple_caches -> has_multiple_caches:    boolean, (read-only)    Particle system has multiple point caches
ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump:    boolean    Negate the effect of the clump vertex group
ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density:    boolean    Negate the effect of the density vertex group
ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field:    boolean    Negate the effect of the field vertex group
ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink:    boolean    Negate the effect of the kink vertex group
ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length:    boolean    Negate the effect of the length vertex group
ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation:    boolean    Negate the effect of the rotation vertex group
ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness1:    boolean    Negate the effect of the roughness 1 vertex group
ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness2:    boolean    Negate the effect of the roughness 2 vertex group
ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end:    boolean    Negate the effect of the roughness end vertex group
ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size:    boolean    Negate the effect of the size vertex group
ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent:    boolean    Negate the effect of the tangent vertex group
ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity:    boolean    Negate the effect of the velocity vertex group
ParticleTarget.valid -> is_valid:    boolean    Keyed particles target is valid
PivotConstraint.use_relative_position -> use_relative_location:    boolean    Offset will be an absolute point in space instead of relative to the target
PointCache.baked -> is_baked:    boolean, (read-only)
PointCache.baking -> is_baking:    boolean, (read-only)
PointCache.disk_cache -> use_disk_cache:    boolean    Save cache files to disk (.blend file must be saved first)
PointCache.external -> use_external:    boolean    Read cache from an external location
PointCache.has_skipped_frames-> has_skipped_frames:    boolean, (read-only)
PointCache.outdated -> is_outdated:    boolean, (read-only)
PointCache.quick_cache -> use_quick_cache:    boolean    Update simulation with cache steps
PointCache.use_library_path -> use_library_path:    boolean    Use this files path when library linked into another file.
PointDensity.turbulence -> use_turbulence:    boolean    Add directed noise to the density at render-time
PointLamp.only_shadow -> use_only_shadow:    boolean    Causes light to cast shadows only without illuminating objects
PointLamp.shadow_layer -> use_shadow_layer:    boolean    Causes only objects on the same layer to cast shadows
PointLamp.sphere -> use_sphere:    boolean    Sets light intensity to zero beyond lamp distance
PoseBone.has_ik -> is_in_ik_chain:    boolean, (read-only)    Is part of an IK chain
NEGATE *  PoseBone.ik_dof_x -> lock_ik_x:    boolean    Allow movement around the X axis
NEGATE *  PoseBone.ik_dof_y -> lock_ik_y:    boolean    Allow movement around the Y axis
NEGATE *  PoseBone.ik_dof_z -> lock_ik_z:    boolean    Allow movement around the Z axis
PoseBone.ik_limit_x -> lock_ik_x:    boolean    Limit movement around the X axis
PoseBone.ik_limit_y -> lock_ik_y:    boolean    Limit movement around the Y axis
PoseBone.ik_limit_z -> lock_ik_z:    boolean    Limit movement around the Z axis
PoseBone.ik_lin_control -> use_ik_lin_control:    boolean    Apply channel size as IK constraint if stretching is enabled
PoseBone.ik_rot_control -> use_ik_rot_control:    boolean    Apply channel rotation as IK constraint
PoseBone.lock_location -> lock_location:    boolean    Lock editing of location in the interface
PoseBone.lock_rotation -> lock_rotation:    boolean    Lock editing of rotation in the interface
PoseBone.lock_rotation_w -> lock_rotation_w:    boolean    Lock editing of 'angle' component of four-component rotations in the interface
PoseBone.lock_rotations_4d -> lock_rotations_4d:    boolean    Lock editing of four component rotations by components (instead of as Eulers)
PoseBone.lock_scale -> lock_scale:    boolean    Lock editing of scale in the interface

PoseTemplateSettings.generate_def_rig -> use_generate_deform_rig:    boolean    Create a copy of the metarig, constrainted by the generated rig
Property.is_never_none -> is_never_none:    boolean, (read-only)    True when this value can't be set to None
Property.is_readonly -> is_readonly:    boolean, (read-only)    Property is editable through RNA
Property.is_required -> is_required:    boolean, (read-only)    False when this property is an optional argument in an RNA function
Property.registered -> is_registered:    boolean, (read-only)    Property is registered as part of type registration
Property.registered_optional -> is_registered_optional:    boolean, (read-only)    Property is optionally registered as part of type registration
Property.use_output -> is_output:    boolean, (read-only)    True when this property is an output value from an RNA function
PythonConstraint.script_error -> has_script_error:    boolean, (read-only)    The linked Python script has thrown an error
PythonConstraint.use_targets -> use_targets:    boolean    Use the targets indicated in the constraint panel
PythonController.debug -> use_debug:    boolean    Continuously reload the module from disk for editing external modules without restarting
RandomActuator.always_true -> use_always_true:    boolean    Always false or always true
RaySensor.x_ray_mode -> use_x_ray:    boolean    See through objects that don't have the property
RegionView3D.box_clip -> use_box_clip:    boolean    Clip objects based on what's visible in other side views
RegionView3D.box_preview -> show_synced_view:    boolean    Sync view position between side views
RegionView3D.lock_rotation -> lock_rotation:    boolean    Lock view rotation in side views
RenderEngine.bl_postprocess -> bl_use_postprocess:    boolean
RenderEngine.bl_preview -> bl_use_preview:    boolean
RenderLayer.all_z -> use_all_z:    boolean, (read-only)    Fill in Z values for solid faces in invisible layers, for masking
RenderLayer.edge -> use_edge_enhance:    boolean, (read-only)    Render Edge-enhance in this Layer (only works for Solid faces)
RenderLayer.enabled -> use:    boolean, (read-only)    Disable or enable the render layer
RenderLayer.halo -> use_halo:    boolean, (read-only)    Render Halos in this Layer (on top of Solid)
RenderLayer.pass_ao -> use_pass_ambient_occlusion:    boolean, (read-only)    Deliver AO pass
RenderLayer.pass_ao_exclude -> exclude_ambient_occlusion:    boolean, (read-only)    Exclude AO pass from combined
RenderLayer.pass_color -> use_pass_color:    boolean, (read-only)    Deliver shade-less color pass
RenderLayer.pass_combined -> use_pass_combined:    boolean, (read-only)    Deliver full combined RGBA buffer
RenderLayer.pass_diffuse -> use_pass_diffuse:    boolean, (read-only)    Deliver diffuse pass
RenderLayer.pass_emit -> use_pass_emit:    boolean, (read-only)    Deliver emission pass
RenderLayer.pass_emit_exclude -> exclude_emit:    boolean, (read-only)    Exclude emission pass from combined
RenderLayer.pass_environment -> use_pass_environment:    boolean, (read-only)    Deliver environment lighting pass
RenderLayer.pass_environment_exclude -> exclude_environment:    boolean, (read-only)    Exclude environment pass from combined
RenderLayer.pass_indirect -> use_pass_indirect:    boolean, (read-only)    Deliver indirect lighting pass
RenderLayer.pass_indirect_exclude -> exclude_indirect:    boolean, (read-only)    Exclude indirect pass from combined
RenderLayer.pass_mist -> use_pass_mist:    boolean, (read-only)    Deliver mist factor pass (0.0-1.0)
RenderLayer.pass_normal -> use_pass_normal:    boolean, (read-only)    Deliver normal pass
RenderLayer.pass_object_index -> use_pass_object_index:    boolean, (read-only)    Deliver object index pass
RenderLayer.pass_reflection -> use_pass_reflection:    boolean, (read-only)    Deliver raytraced reflection pass
RenderLayer.pass_reflection_exclude -> exclude_reflection:    boolean, (read-only)    Exclude raytraced reflection pass from combined
RenderLayer.pass_refraction -> use_pass_refraction:    boolean, (read-only)    Deliver raytraced refraction pass
RenderLayer.pass_refraction_exclude -> exclude_refraction:    boolean, (read-only)    Exclude raytraced refraction pass from combined
RenderLayer.pass_shadow -> use_pass_shadow:    boolean, (read-only)    Deliver shadow pass
RenderLayer.pass_shadow_exclude -> exclude_shadow:    boolean, (read-only)    Exclude shadow pass from combined
RenderLayer.pass_specular -> use_pass_specular:    boolean, (read-only)    Deliver specular pass
RenderLayer.pass_specular_exclude -> exclude_specular:    boolean, (read-only)    Exclude specular pass from combined
RenderLayer.pass_uv -> use_pass_uv:    boolean, (read-only)    Deliver texture UV pass
RenderLayer.pass_vector -> use_pass_vector:    boolean, (read-only)    Deliver speed vector pass
RenderLayer.pass_z -> use_pass_z:    boolean, (read-only)    Deliver Z values pass
RenderLayer.sky -> use_sky:    boolean, (read-only)    Render Sky in this Layer
RenderLayer.solid -> use_solid:    boolean, (read-only)    Render Solid faces in this Layer
RenderLayer.strand -> use_strand:    boolean, (read-only)    Render Strands in this Layer
RenderLayer.visible_layers -> layers:    boolean, (read-only)    Scene layers included in this render layer
RenderLayer.zmask -> use_zmask:    boolean, (read-only)    Only render what's in front of the solid z values
RenderLayer.zmask_layers -> layers_zmask:    boolean, (read-only)    Zmask scene layers
RenderLayer.zmask_negate -> invert_zmask:    boolean, (read-only)    For Zmask, only render what is behind solid z values instead of in front
RenderLayer.ztransp -> use_ztransp:    boolean, (read-only)    Render Z-Transparent faces in this Layer (On top of Solid and Halos)
RenderSettings.backbuf -> use_backbuf:    boolean    Render backbuffer image
RenderSettings.bake_active -> use_bake_active_to_selected:    boolean    Bake shading on the surface of selected objects to the active object
RenderSettings.bake_clear -> use_bake_clear:    boolean    Clear Images before baking
RenderSettings.bake_enable_aa -> use_bake_antialiasing:    boolean    Enables Anti-aliasing
RenderSettings.bake_normalized -> use_bake_normalized:    boolean    With displacement normalize to the distance, with ambient occlusion normalize without using material settings
RenderSettings.cineon_log -> use_cineon_log:    boolean    Convert to logarithmic color space
RenderSettings.color_management -> use_color_management:    boolean    Use color profiles and gamma corrected imaging pipeline
RenderSettings.crop_to_border -> use_crop_to_border:    boolean    Crop the rendered frame to the defined border size
RenderSettings.edge -> use_edge_enhance:    boolean    use_Create a toon outline around the edges of geometry
RenderSettings.exr_half -> use_exr_half:    boolean    Use 16 bit floats instead of 32 bit floats per channel
RenderSettings.exr_preview -> use_exr_preview:    boolean    When rendering animations, save JPG preview images in same directory
RenderSettings.exr_zbuf -> use_exr_zbuf:    boolean    Save the z-depth per pixel (32 bit unsigned int zbuffer)
RenderSettings.ffmpeg_autosplit -> use_ffmpeg_autosplit:    boolean    Autosplit output at 2GB boundary
RenderSettings.fields -> use_fields:    boolean    Render image to two fields per frame, for interlaced TV output
RenderSettings.fields_still -> use_fields_still:    boolean    Disable the time difference between fields
RenderSettings.free_image_textures -> use_free_image_textures:    boolean    Free all image texture from memory after render, to save memory before compositing
RenderSettings.free_unused_nodes -> use_free_unused_nodes:    boolean    Free Nodes that are not used while compositing, to save memory
RenderSettings.full_sample -> use_full_sample:    boolean    Save for every anti-aliasing sample the entire RenderLayer results. This solves anti-aliasing issues with compositing
RenderSettings.is_movie_format -> is_movie_format:    boolean, (read-only)    When true the format is a movie
RenderSettings.jpeg2k_ycc -> use_jpeg2k_ycc:    boolean    Save luminance-chrominance-chrominance channels instead of RGB colors
RenderSettings.motion_blur -> use_motion_blur:    boolean    Use multi-sampled 3D scene motion blur
RenderSettings.multiple_engines -> has_multiple_engines:    boolean, (read-only)    More than one rendering engine is available
RenderSettings.render_antialiasing -> use_antialiasing:    boolean    Render and combine multiple samples per pixel to prevent jagged edges
RenderSettings.render_stamp -> use_stamp:    boolean    Render the stamp info text in the rendered image
RenderSettings.save_buffers -> use_save_buffers:    boolean    Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample)
RenderSettings.simplify_triangulate -> use_simplify_triangulate:    boolean    Disables non-planer quads being triangulated
RenderSettings.single_layer -> use_single_layer:    boolean    Only render the active layer
RenderSettings.stamp_camera -> use_stamp_camera:    boolean    Include the name of the active camera in image metadata
RenderSettings.stamp_date -> use_stamp_date:    boolean    Include the current date in image metadata
RenderSettings.stamp_filename -> use_stamp_filename:    boolean    Include the filename of the .blend file in image metadata
RenderSettings.stamp_frame -> use_stamp_frame:    boolean    Include the frame number in image metadata
RenderSettings.stamp_marker -> use_stamp_marker:    boolean    Include the name of the last marker in image metadata
RenderSettings.stamp_note -> use_stamp_note:    boolean    Include a custom note in image metadata
RenderSettings.stamp_render_time -> use_stamp_render_time:    boolean    Include the render time in the stamp image
RenderSettings.stamp_scene -> use_stamp_scene:    boolean    Include the name of the active scene in image metadata
RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip:    boolean    Include the name of the foreground sequence strip in image metadata
RenderSettings.stamp_time -> use_stamp_time:    boolean    Include the render frame as HH:MM:SS.FF in image metadata
RenderSettings.tiff_bit -> use_tiff_16bit:    boolean    Save TIFF with 16 bits per channel
RenderSettings.use_border -> use_border:    boolean    Render a user-defined border region, within the frame size. Note, this disables save_buffers and full_sample
RenderSettings.use_compositing -> use_compositing:    boolean    Process the render result through the compositing pipeline, if compositing nodes are enabled
RenderSettings.use_envmaps -> use_envmaps:    boolean    Calculate environment maps while rendering
RenderSettings.use_file_extension -> use_file_extension:    boolean    Add the file format extensions to the rendered file name (eg: filename + .jpg)
RenderSettings.use_game_engine -> use_game_engine:    boolean, (read-only)    Current rendering engine is a game engine
RenderSettings.use_instances -> use_instances:    boolean    Instance support leads to effective memory reduction when using duplicates
RenderSettings.use_local_coords -> use_local_coords:    boolean    Vertex coordinates are stored localy on each primitive. Increases memory usage, but may have impact on speed
RenderSettings.use_overwrite -> use_overwrite:    boolean    Overwrite existing files while rendering
RenderSettings.use_placeholder -> use_placeholder:    boolean    Create empty placeholder files while rendering frames (similar to Unix 'touch')
RenderSettings.use_radiosity -> use_radiosity:    boolean    Calculate radiosity in a pre-process before rendering
RenderSettings.use_raytracing -> use_raytrace:    boolean    Pre-calculate the raytrace accelerator and render raytracing effects
RenderSettings.use_sequencer -> use_sequencer:    boolean    Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips exist
RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview:    boolean
RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render:    boolean
RenderSettings.use_shadows -> use_shadows:    boolean    Calculate shadows while rendering
RenderSettings.use_simplify -> use_simplify:    boolean    Enable simplification of scene for quicker preview renders
RenderSettings.use_sss -> use_sss:    boolean    Calculate sub-surface scattering in materials rendering
RenderSettings.use_textures -> use_textures:    boolean    Use textures to affect material properties
NEGATE *  RigidBodyJointConstraint.disable_linked_collision -> use_linked_collision:    boolean    Disable collision between linked bodies
RigidBodyJointConstraint.draw_pivot -> show_pivot:    boolean    Display the pivot point and rotation in 3D view
Scene.frame_drop -> use_frame_drop:    boolean    Play back dropping frames if frame display is too slow
Scene.layers -> layers:    boolean    Layers visible when rendering the scene
Scene.mute_audio -> mute_audio:    boolean    Play back of audio from Sequence Editor will be muted
Scene.nla_tweakmode_on -> use_nla_tweakmode:    boolean, (read-only)    Indicates whether there is any action referenced by NLA being edited. Strictly read-only
Scene.pov_radio_always_sample -> use_pov_radio_always_sample:    boolean    Only use the data from the pretrace step and not gather any new samples during the final radiosity pass
Scene.pov_radio_display_advanced -> show_pov_radio_advanced:    boolean    Show advanced options
Scene.pov_radio_enable -> use_pov_radio:    boolean    Enable povrays radiosity calculation
Scene.pov_radio_media -> use_pov_radio_media:    boolean    Radiosity estimation can be affected by media
Scene.pov_radio_normal -> use_pov_radio_normal:    boolean    Radiosity estimation can be affected by normals
Scene.scrub_audio -> use_audio_scrub:    boolean    Play audio from Sequence Editor while scrubbing
Scene.sync_audio -> use_audio_sync:    boolean    Play back and sync with audio clock, dropping frames if frame display is too slow
Scene.use_gravity -> use_gravity:    boolean    Use global gravity for all dynamics
Scene.use_nodes -> use_nodes:    boolean    Enable the compositing node tree
Scene.use_preview_range -> use_preview_range:    boolean    Use an alternative start/end frame for UI playback, rather than the scene start/end frame
SceneGameData.activity_culling -> use_activity_culling:    boolean    Activity culling is enabled
SceneGameData.auto_start -> use_auto_start:    boolean    Automatically start game at load time
SceneGameData.fullscreen -> show_fullscreen:    boolean    Starts player in a new fullscreen display
SceneGameData.glsl_extra_textures -> use_glsl_extra_textures:    boolean    Use extra textures like normal or specular maps for GLSL rendering
SceneGameData.glsl_lights -> use_glsl_lights:    boolean    Use lights for GLSL rendering
SceneGameData.glsl_nodes -> use_glsl_nodes:    boolean    Use nodes for GLSL rendering
SceneGameData.glsl_ramps -> use_glsl_ramps:    boolean    Use ramps for GLSL rendering
SceneGameData.glsl_shaders -> use_glsl_shaders:    boolean    Use shaders for GLSL rendering
SceneGameData.glsl_shadows -> use_glsl_shadows:    boolean    Use shadows for GLSL rendering
SceneGameData.show_debug_properties -> show_debug_properties:    boolean    Show properties marked for debugging while the game runs
SceneGameData.show_framerate_profile -> show_framerate_profile:    boolean    Show framerate and profiling information while the game runs
SceneGameData.show_physics_visualization -> show_physics_visualization:    boolean    Show a visualization of physics bounds and interactions
SceneGameData.use_animation_record -> use_animation_record:    boolean    Record animation to fcurves
SceneGameData.use_deprecation_warnings -> use_deprecation_warnings:    boolean    Print warnings when using deprecated features in the python API
SceneGameData.use_display_lists -> use_display_lists:    boolean    Use display lists to speed up rendering by keeping geometry on the GPU
SceneGameData.use_frame_rate -> use_frame_rate:    boolean    Respect the frame rate rather than rendering as many frames as possible
SceneGameData.use_occlusion_culling -> use_occlusion_culling:    boolean    Use optimized Bullet DBVT tree for view frustum and occlusion culling
SceneRenderLayer.all_z -> use_all_z:    boolean    Fill in Z values for solid faces in invisible layers, for masking
SceneRenderLayer.edge -> use_edge_enhance:    boolean    Render Edge-enhance in this Layer (only works for Solid faces)
SceneRenderLayer.enabled -> use:    boolean    Disable or enable the render layer
SceneRenderLayer.halo -> use_halo:    boolean    Render Halos in this Layer (on top of Solid)
SceneRenderLayer.pass_ao -> use_pass_ambient_occlusion:    boolean    Deliver AO pass
SceneRenderLayer.pass_ao_exclude -> exclude_ambient_occlusion:    boolean    Exclude AO pass from combined
SceneRenderLayer.pass_color -> use_pass_color:    boolean    Deliver shade-less color pass
SceneRenderLayer.pass_combined -> use_pass_combined:    boolean    Deliver full combined RGBA buffer
SceneRenderLayer.pass_diffuse -> use_pass_diffuse:    boolean    Deliver diffuse pass
SceneRenderLayer.pass_emit -> use_pass_emit:    boolean    Deliver emission pass
SceneRenderLayer.pass_emit_exclude -> exclude_emit:    boolean    Exclude emission pass from combined
SceneRenderLayer.pass_environment -> use_pass_environment:    boolean    Deliver environment lighting pass
SceneRenderLayer.pass_environment_exclude -> exclude_environment:    boolean    Exclude environment pass from combined
SceneRenderLayer.pass_indirect -> use_pass_indirect:    boolean    Deliver indirect lighting pass
SceneRenderLayer.pass_indirect_exclude -> exclude_indirect:    boolean    Exclude indirect pass from combined
SceneRenderLayer.pass_mist -> use_pass_mist:    boolean    Deliver mist factor pass (0.0-1.0)
SceneRenderLayer.pass_normal -> use_pass_normal:    boolean    Deliver normal pass
SceneRenderLayer.pass_object_index -> use_pass_object_index:    boolean    Deliver object index pass
SceneRenderLayer.pass_reflection -> use_pass_reflection:    boolean    Deliver raytraced reflection pass
SceneRenderLayer.pass_reflection_exclude -> exclude_reflection:    boolean    Exclude raytraced reflection pass from combined
SceneRenderLayer.pass_refraction -> use_pass_refraction:    boolean    Deliver raytraced refraction pass
SceneRenderLayer.pass_refraction_exclude -> exclude_refraction:    boolean    Exclude raytraced refraction pass from combined
SceneRenderLayer.pass_shadow -> use_pass_shadow:    boolean    Deliver shadow pass
SceneRenderLayer.pass_shadow_exclude -> exclude_shadow:    boolean    Exclude shadow pass from combined
SceneRenderLayer.pass_specular -> use_pass_specular:    boolean    Deliver specular pass
SceneRenderLayer.pass_specular_exclude -> exclude_specular:    boolean    Exclude specular pass from combined
SceneRenderLayer.pass_uv -> use_pass_uv:    boolean    Deliver texture UV pass
SceneRenderLayer.pass_vector -> use_pass_vector:    boolean    Deliver speed vector pass
SceneRenderLayer.pass_z -> use_pass_z:    boolean    Deliver Z values pass
SceneRenderLayer.sky -> use_sky:    boolean    Render Sky in this Layer
SceneRenderLayer.solid -> use_solid:    boolean    Render Solid faces in this Layer
SceneRenderLayer.strand -> use_strand:    boolean    Render Strands in this Layer
SceneRenderLayer.visible_layers -> layers:    boolean    Scene layers included in this render layer
SceneRenderLayer.zmask -> use_zmask:    boolean    Only render what's in front of the solid z values
SceneRenderLayer.zmask_layers -> layers_zmask:    boolean    Zmask scene layers
SceneRenderLayer.zmask_negate -> invert_zmask:    boolean    For Zmask, only render what is behind solid z values instead of in front
SceneRenderLayer.ztransp -> use_ztransp:    boolean    Render Z-Transparent faces in this Layer (On top of Solid and Halos)
SceneSequence.convert_float -> use_float:    boolean    Convert input to float data
SceneSequence.de_interlace -> use_deinterlace:    boolean    For video movies to remove fields
SceneSequence.flip_x -> use_flip_x:    boolean    Flip on the X axis
SceneSequence.flip_y -> use_flip_y:    boolean    Flip on the Y axis
SceneSequence.premultiply -> use_premultiply:    boolean    Convert RGB from key alpha to premultiplied alpha
SceneSequence.proxy_custom_directory -> use_proxy_custom_directory:    boolean    Use a custom directory to store data
SceneSequence.proxy_custom_file -> use_proxy_custom_file:    boolean    Use a custom file to read proxy data from
SceneSequence.reverse_frames -> use_reverse_frames:    boolean    Reverse frame order
SceneSequence.use_color_balance -> use_color_balance:    boolean    (3-Way color correction) on input
SceneSequence.use_crop -> use_crop:    boolean    Crop image before processing
SceneSequence.use_proxy -> use_proxy:    boolean    Use a preview proxy for this strip
SceneSequence.use_translation -> use_translation:    boolean    Translate image before processing
Scopes.use_full_resolution -> use_full_resolution:    boolean    Sample every pixel of the image
Screen.animation_playing -> is_animation_playing:    boolean, (read-only)    Animation playback is active
Screen.fullscreen -> is_fullscreen:    boolean, (read-only)    An area is maximised, filling this screen
ScrewModifier.use_normal_calculate -> use_normal_calculate:    boolean    Calculate the order of edges (needed for meshes, but not curves)
ScrewModifier.use_normal_flip -> use_normal_flip:    boolean    Flip normals of lathed faces
ScrewModifier.use_object_screw_offset -> use_object_screw_offset:    boolean    Use the distance between the objects to make a screw
Sculpt.lock_x -> lock_x:    boolean    Disallow changes to the X axis of vertices
Sculpt.lock_y -> lock_y:    boolean    Disallow changes to the Y axis of vertices
Sculpt.lock_z -> lock_z:    boolean    Disallow changes to the Z axis of vertices
Sculpt.symmetry_x -> use_symmetry_x:    boolean    Mirror brush across the X axis
Sculpt.symmetry_y -> use_symmetry_y:    boolean    Mirror brush across the Y axis
Sculpt.symmetry_z -> use_symmetry_z:    boolean    Mirror brush across the Z axis
Sensor.expanded -> show_expanded:    boolean    Set sensor expanded in the user interface
Sensor.invert -> invert:    boolean    Invert the level(output) of this sensor
Sensor.level -> use_level:    boolean    Level detector, trigger controllers of new states (only applicable upon logic state transition)
Sensor.pulse_false_level -> use_pulse_false_level:    boolean    Activate FALSE level triggering (pulse mode)
Sensor.pulse_true_level -> use_pulse_true_level:    boolean    Activate TRUE level triggering (pulse mode)
Sensor.tap -> use_tap:    boolean    Trigger controllers only for an instant, even while the sensor remains true
Sequence.frame_locked -> use_frame_lock:    boolean    Lock the animation curve to the global frame counter
Sequence.lock -> lock:    boolean    Lock strip so that it can't be transformed
Sequence.mute -> mute:    boolean
Sequence.use_effect_default_fade -> use_default_fade:    boolean    Fade effect using the built-in default (usually make transition as long as effect strip)
SequenceColorBalance.inverse_gain -> invert_gain:    boolean
SequenceColorBalance.inverse_gamma -> invert_gamma:    boolean
SequenceColorBalance.inverse_lift -> invert_lift:    boolean
ShaderNodeExtendedMaterial.diffuse -> use_diffuse:    boolean    Material Node outputs Diffuse
ShaderNodeExtendedMaterial.invert_normal -> invert_normal:    boolean    Material Node uses inverted normal
ShaderNodeExtendedMaterial.specular -> use_specular:    boolean    Material Node outputs Specular
ShaderNodeMapping.clamp_maximum -> use_max:    boolean    Clamp the output coordinate to a maximum value
ShaderNodeMapping.clamp_minimum -> use_min:    boolean    Clamp the output coordinate to a minimum value
ShaderNodeMaterial.diffuse -> use_diffuse:    boolean    Material Node outputs Diffuse
ShaderNodeMaterial.invert_normal -> invert_normal:    boolean    Material Node uses inverted normal
ShaderNodeMaterial.specular -> use_specular:    boolean    Material Node outputs Specular
ShaderNodeMixRGB.alpha -> use_alpha:    boolean    Include alpha of second input in this operation
ShapeActionActuator.continue_last_frame -> use_continue_last_frame:    boolean    Restore last frame when switching on/off, otherwise play from the start each time
ShapeKey.mute -> mute:    boolean    Mute this shape key
ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces:    boolean    Stop vertices from projecting to a back face on the target
ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces:    boolean    Stop vertices from projecting to a front face on the target
ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface:    boolean
ShrinkwrapModifier.negative -> use_negative_direction:    boolean    Allow vertices to move in the negative direction of axis
ShrinkwrapModifier.positive -> use_positive_direction:    boolean    Allow vertices to move in the positive direction of axis
ShrinkwrapModifier.x -> use_project_x:    boolean
ShrinkwrapModifier.y -> use_project_y:    boolean
ShrinkwrapModifier.z -> use_project_z:    boolean
SimpleDeformModifier.lock_x_axis -> lock_x:    boolean
SimpleDeformModifier.lock_y_axis -> lock_y:    boolean
SimpleDeformModifier.relative -> use_relative:    boolean    Sets the origin of deform space to be relative to the object
SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke:    boolean    Enable smoke to disappear over time
SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log:    boolean    Using 1/x
SmokeDomainSettings.highres -> use_high_resolution:    boolean    Enable high resolution (using amplification)
SmokeDomainSettings.initial_velocity -> use_initial_velocity:    boolean    Smoke inherits it's velocity from the emitter particle
SmokeDomainSettings.viewhighres -> show_high_resolution:    boolean    Show high resolution (using amplification)
NEGATE * SmokeFlowSettings.outflow -> use_outflow:    boolean    Deletes smoke from simulation
SmoothModifier.x -> use_x:    boolean
SmoothModifier.y -> use_y:    boolean
SmoothModifier.z -> use_z:    boolean
SoftBodySettings.auto_step -> use_auto_step:    boolean    Use velocities for automagic step sizes
SoftBodySettings.diagnose -> use_diagnose:    boolean    Turn on SB diagnose console prints
SoftBodySettings.edge_collision -> use_edge_collision:    boolean    Edges collide too
SoftBodySettings.estimate_matrix -> use_estimate_matrix:    boolean    estimate matrix .. split to COM , ROT ,SCALE
SoftBodySettings.face_collision -> use_face_collision:    boolean    Faces collide too, SLOOOOOW warning
SoftBodySettings.new_aero -> use_new_aero:    boolean    New aero(uses angle and length)
SoftBodySettings.self_collision -> use_self_collision:    boolean    Enable naive vertex ball self collision
SoftBodySettings.stiff_quads -> use_stiff_quads:    boolean    Adds diagonal springs on 4-gons
SoftBodySettings.use_edges -> use_edges:    boolean    Use Edges as springs
SoftBodySettings.use_goal -> use_goal:    boolean    Define forces for vertices to stick to animated position
SolidifyModifier.invert -> invert_vertex_group:    boolean    Invert the vertex group influence
SolidifyModifier.use_even_offset -> use_even_offset:    boolean    Maintain thickness by adjusting for sharp corners (slow, disable when not needed)
SolidifyModifier.use_quality_normals -> use_quality_normals:    boolean    Calculate normals which result in more even thickness (slow, disable when not needed)
SolidifyModifier.use_rim -> use_rim:    boolean    Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)
SolidifyModifier.use_rim_material -> use_rim_material:    boolean    Use in the next material for rim faces
Sound.caching -> use_ram_cache:    boolean    The sound file is decoded and loaded into RAM
SoundActuator.enable_sound_3d -> use_3d_sound:    boolean    Enable/Disable 3D Sound
SpaceConsole.show_report_debug -> show_report_debug:    boolean    Display debug reporting info
SpaceConsole.show_report_error -> show_report_error:    boolean    Display error text
SpaceConsole.show_report_info -> show_report_info:    boolean    Display general information
SpaceConsole.show_report_operator -> show_report_operator:    boolean    Display the operator log
SpaceConsole.show_report_warn -> show_report_warning:    boolean    Display warnings
SpaceDopeSheetEditor.automerge_keyframes -> use_automerge_keyframes:    boolean    Automatically merge nearby keyframes
SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates:    boolean    When transforming keyframes, changes to the animation data are flushed to other views
SpaceDopeSheetEditor.show_cframe_indicator -> show_frame_indicator:    boolean    Show frame number beside the current frame indicator line
SpaceDopeSheetEditor.show_seconds -> show_seconds:    boolean, (read-only)    Show timing in seconds not frames
SpaceDopeSheetEditor.show_sliders -> show_sliders:    boolean    Show sliders beside F-Curve channels
SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync:    boolean    Sync Markers with keyframe edits
SpaceGraphEditor.automerge_keyframes -> use_automerge_keyframes:    boolean    Automatically merge nearby keyframes
SpaceGraphEditor.has_ghost_curves -> has_ghost_curves:    boolean    Graph Editor instance has some ghost curves stored
SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles:    boolean    Only keyframes of selected F-Curves are visible and editable
SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles:    boolean    Only show and edit handles of selected keyframes
SpaceGraphEditor.realtime_updates -> use_realtime_updates:    boolean    When transforming keyframes, changes to the animation data are flushed to other views
SpaceGraphEditor.show_cframe_indicator -> show_frame_indicator:    boolean    Show frame number beside the current frame indicator line
SpaceGraphEditor.show_cursor -> show_cursor:    boolean    Show 2D cursor
SpaceGraphEditor.show_handles -> show_handles:    boolean    Show handles of Bezier control points
SpaceGraphEditor.show_seconds -> show_seconds:    boolean, (read-only)    Show timing in seconds not frames
SpaceGraphEditor.show_sliders -> show_sliders:    boolean    Show sliders beside F-Curve channels
SpaceImageEditor.draw_repeated -> show_repeated:    boolean    Draw the image repeated outside of the main view
SpaceImageEditor.image_painting -> use_image_paint:    boolean    Enable image painting mode
SpaceImageEditor.image_pin -> use_image_pin:    boolean    Display current image regardless of object selection
SpaceImageEditor.show_paint -> show_paint:    boolean, (read-only)    Show paint related properties
SpaceImageEditor.show_render -> show_render:    boolean, (read-only)    Show render related properties
SpaceImageEditor.show_uvedit -> show_uvedit:    boolean, (read-only)    Show UV editing related properties
SpaceImageEditor.update_automatically -> use_realtime_updates:    boolean    Update other affected window spaces automatically to reflect changes during interactive operations such as transform
SpaceImageEditor.use_grease_pencil -> use_grease_pencil:    boolean    Display and edit the grease pencil freehand annotations overlay
SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects:    boolean    Show actuators of active object
SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states:    boolean    Show only actuators connected to active states
SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller:    boolean    Show linked objects to the actuator
SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects:    boolean    Show actuators of all selected objects
SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects:    boolean    Show controllers of active object
SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller:    boolean    Show linked objects to sensor/actuator
SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects:    boolean    Show controllers of all selected objects
SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects:    boolean    Show sensors of active object
SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states:    boolean    Show only sensors connected to active states
SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller:    boolean    Show linked objects to the controller
SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects:    boolean    Show sensors of all selected objects
SpaceNLA.realtime_updates -> use_realtime_updates:    boolean    When transforming strips, changes to the animation data are flushed to other views
SpaceNLA.show_cframe_indicator -> show_frame_indicator:    boolean    Show frame number beside the current frame indicator line
SpaceNLA.show_seconds -> show_seconds:    boolean, (read-only)    Show timing in seconds not frames
SpaceNLA.show_strip_curves -> show_strip_curves:    boolean    Show influence curves on strips
SpaceNodeEditor.backdrop -> show_backdrop:    boolean    Use active Viewer Node output as backdrop for compositing nodes
SpaceOutliner.match_case_sensitive -> use_match_case_sensitive:    boolean    Only use case sensitive matches of search string
SpaceOutliner.match_complete -> use_match_complete:    boolean    Only use complete matches of search string
SpaceOutliner.show_restriction_columns -> show_restriction_columns:    boolean    Show column
SpaceProperties.brush_texture -> show_brush_texture:    boolean    Show brush textures
SpaceProperties.use_pin_id -> use_pin_id:    boolean    Use the pinned context
SpaceSequenceEditor.draw_frames -> show_frames:    boolean    Draw frames rather than seconds
SpaceSequenceEditor.draw_safe_margin -> show_safe_margin:    boolean    Draw title safe margins in preview
SpaceSequenceEditor.separate_color_preview -> show_separate_color:    boolean    Separate color channels in preview
SpaceSequenceEditor.show_cframe_indicator -> show_frame_indicator:    boolean    Show frame number beside the current frame indicator line
SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil:    boolean    Display and edit the grease pencil freehand annotations overlay
SpaceSequenceEditor.use_marker_sync -> use_marker_sync:    boolean    Transform markers as well as strips
SpaceTextEditor.find_all -> use_find_all:    boolean    Search in all text datablocks, instead of only the active one
SpaceTextEditor.find_wrap -> use_find_wrap:    boolean    Search again from the start of the file when reaching the end
SpaceTextEditor.line_numbers -> show_line_numbers:    boolean    Show line numbers next to the text
SpaceTextEditor.live_edit -> use_live_edit:    boolean    Run python while editing
SpaceTextEditor.overwrite -> use_overwrite:    boolean    Overwrite characters when typing rather than inserting them
SpaceTextEditor.syntax_highlight -> show_syntax_highlight:    boolean    Syntax highlight for scripting
SpaceTextEditor.word_wrap -> use_word_wrap:    boolean    Wrap words if there is not enough horizontal space
SpaceTimeline.only_selected -> show_only_selected:    boolean    Show keyframes for active Object and/or its selected channels only
SpaceTimeline.play_all_3d -> use_play_3d_editors:    boolean
SpaceTimeline.play_anim -> use_play_animation_editors:    boolean
SpaceTimeline.play_buttons -> use_play_properties_editors:    boolean
SpaceTimeline.play_image -> use_play_image_editors:    boolean
SpaceTimeline.play_nodes -> use_play_node_editors:    boolean
SpaceTimeline.play_sequencer -> use_play_sequence_editors:    boolean
SpaceTimeline.play_top_left -> use_play_top_left_3d_editor:    boolean
SpaceTimeline.show_cframe_indicator -> show_frame_indicator:    boolean    Show frame number beside the current frame indicator line
SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds:    boolean    Constraint to stay within the image bounds while editing
SpaceUVEditor.draw_modified_edges -> show_modified_edges:    boolean    Draw edges after modifiers are applied
SpaceUVEditor.draw_other_objects -> show_other_objects:    boolean    Draw other selected objects that share the same image
SpaceUVEditor.draw_smooth_edges -> show_smooth_edges:    boolean    Draw UV edges anti-aliased
SpaceUVEditor.draw_stretch -> show_stretch:    boolean    Draw faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)
SpaceUVEditor.live_unwrap -> use_live_unwrap:    boolean    Continuously unwrap the selected UV island while transforming pinned vertices
SpaceUVEditor.normalized_coordinates -> show_normalized_coordinates:    boolean    Display UV coordinates from 0.0 to 1.0 rather than in pixels
SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels:    boolean    Snap UVs to pixel locations while editing
SpaceView3D.all_object_origins -> show_all_objects_origin:    boolean    Show the object origin center dot for all (selected and unselected) objects
SpaceView3D.display_background_images -> show_background_images:    boolean    Display reference images behind objects in the 3D View
SpaceView3D.display_floor -> show_floor:    boolean    Show the ground plane grid in perspective view
SpaceView3D.display_render_override -> show_only_render:    boolean    Display only objects which will be rendered
SpaceView3D.display_x_axis -> show_axis_x:    boolean    Show the X axis line in perspective view
SpaceView3D.display_y_axis -> show_axis_y:    boolean    Show the Y axis line in perspective view
SpaceView3D.display_z_axis -> show_axis_z:    boolean    Show the Z axis line in perspective view
SpaceView3D.layers -> layers:    boolean    Layers visible in this 3D View
SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers:    boolean    Use the scene's active camera and layers in this view, rather than local layers
SpaceView3D.manipulator -> use_manipulator:    boolean    Use a 3D manipulator widget for controlling transforms
SpaceView3D.manipulator_rotate -> use_manipulator_rotate:    boolean    Use the manipulator for rotation transformations
SpaceView3D.manipulator_scale -> use_manipulator_scale:    boolean    Use the manipulator for scale transformations
SpaceView3D.manipulator_translate -> use_manipulator_translate:    boolean    Use the manipulator for movement transformations
SpaceView3D.occlude_geometry -> use_occlude_geometry:    boolean    Limit selection to visible (clipped with depth buffer)
SpaceView3D.outline_selected -> show_outline_selected:    boolean    Show an outline highlight around selected objects in non-wireframe views
SpaceView3D.pivot_point_align -> use_pivot_point_align:    boolean    Manipulate object centers only
SpaceView3D.relationship_lines -> show_relationship_lines:    boolean    Show dashed lines indicating parent or constraint relationships
SpaceView3D.textured_solid -> show_textured_solid:    boolean    Display face-assigned textures in solid view
SpaceView3D.used_layers -> layers_used:    boolean, (read-only)    Layers that contain something
SpeedControlSequence.curve_compress_y -> use_curve_compress_y:    boolean    Scale F-Curve value to get the target frame number, F-Curve value runs from 0.0 to 1.0
SpeedControlSequence.curve_velocity -> use_curve_velocity:    boolean    Interpret the F-Curve value as a velocity instead of a frame number
SpeedControlSequence.frame_blending -> use_frame_blend:    boolean    Blend two frames into the target for a smoother result
Spline.bezier_u -> use_bezier_u:    boolean    Make this nurbs curve or surface act like a bezier spline in the U direction (Order U must be 3 or 4, Cyclic U must be disabled)
Spline.bezier_v -> use_bezier_v:    boolean    Make this nurbs surface act like a bezier spline in the V direction (Order V must be 3 or 4, Cyclic V must be disabled)
Spline.cyclic_u -> use_cyclic_u:    boolean    Make this curve or surface a closed loop in the U direction
Spline.cyclic_v -> use_cyclic_v:    boolean    Make this surface a closed loop in the V direction
Spline.endpoint_u -> use_endpoint_u:    boolean    Make this nurbs curve or surface meet the endpoints in the U direction (Cyclic U must be disabled)
Spline.endpoint_v -> use_endpoint_v:    boolean    Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled)
Spline.hide -> hide:    boolean    Hide this curve in editmode
Spline.smooth -> use_smooth:    boolean    Smooth the normals of the surface or beveled curve
SplineIKConstraint.chain_offset -> use_chain_offset:    boolean    Offset the entire chain relative to the root joint
SplineIKConstraint.even_divisions -> use_even_divisions:    boolean    Ignore the relative lengths of the bones when fitting to the curve
SplineIKConstraint.use_curve_radius -> use_curve_radius:    boolean    Average radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale mode
SplineIKConstraint.y_stretch -> use_y_stretch:    boolean    Stretch the Y axis of the bones to fit the curve

SpotLamp.auto_clip_end -> use_auto_clip_end:    boolean    Automatic calculation of clipping-end, based on visible vertices
SpotLamp.auto_clip_start -> use_auto_clip_start:    boolean    Automatic calculation of clipping-start, based on visible vertices
SpotLamp.halo -> use_halo:    boolean    Renders spotlight with a volumetric halo (Buffer Shadows)
SpotLamp.only_shadow -> use_only_shadow:    boolean    Causes light to cast shadows only without illuminating objects
SpotLamp.shadow_layer -> use_shadow_layer:    boolean    Causes only objects on the same layer to cast shadows
SpotLamp.show_cone -> show_cone:    boolean    Draw transparent cone in 3D view to visualize which objects are contained in it
SpotLamp.sphere -> use_sphere:    boolean    Sets light intensity to zero beyond lamp distance
SpotLamp.square -> use_square:    boolean    Casts a square spot light shape
StateActuator.state -> states:    boolean
SubsurfModifier.optimal_display -> show_only_control_edges:    boolean    Skip drawing/rendering of interior subdivided edges
SubsurfModifier.subsurf_uv -> use_subsurf_uv:    boolean    Use subsurf to subdivide UVs
SunLamp.only_shadow -> use_only_shadow:    boolean    Causes light to cast shadows only without illuminating objects
SunLamp.shadow_layer -> use_shadow_layer:    boolean    Causes only objects on the same layer to cast shadows
SurfaceCurve.map_along_length -> use_map_along_length:    boolean    Generate texture mapping coordinates following the curve direction, rather than the local bounding box
SurfaceCurve.vertex_normal_flip -> use_vertex_normal_flip:    boolean    Flip vertex normals towards the camera during render
TexMapping.has_maximum -> use_max:    boolean    Whether to use maximum clipping value
TexMapping.has_minimum -> use_min:    boolean    Whether to use minimum clipping value
Text.dirty -> is_dirty:    boolean, (read-only)    Text file has been edited since last save
Text.memory -> is_in_memory:    boolean, (read-only)    Text file is in memory, without a corresponding file on disk
Text.modified -> is_modified:    boolean, (read-only)    Text file on disk is different than the one in memory
Text.tabs_as_spaces -> use_tabs_as_spaces:    boolean    Automatically converts all new tabs into spaces
Text.use_module -> use_module:    boolean    Register this text as a module on loading, Text name must end with '.py'
TextCharacterFormat.bold -> use_bold:    boolean
TextCharacterFormat.italic -> use_italic:    boolean
TextCharacterFormat.style -> use_style:    boolean
TextCharacterFormat.underline -> use_underline:    boolean
TextCharacterFormat.wrap -> use_wrap:    boolean
TextCurve.fast -> use_fast_editing:    boolean    Don't fill polygons while editing
TextCurve.map_along_length -> use_map_along_length:    boolean    Generate texture mapping coordinates following the curve direction, rather than the local bounding box
TextCurve.vertex_normal_flip -> use_vertex_normal_flip:    boolean    Flip vertex normals towards the camera during render
TextMarker.edit_all -> use_edit_all:    boolean, (read-only)    Edit all markers of the same group as one
TextMarker.temporary -> is_temporary:    boolean, (read-only)    Marker is temporary
Texture.use_color_ramp -> use_color_ramp:    boolean    Toggle color ramp operations
Texture.use_nodes -> use_nodes:    boolean    Make this a node-based texture
Texture.use_preview_alpha -> use_preview_alpha:    boolean    Show Alpha in Preview Render
TextureNodeMixRGB.alpha -> use_alpha:    boolean    Include alpha of second input in this operation
TextureSlot.negate -> invert:    boolean    Inverts the values of the texture to reverse its effect
TextureSlot.rgb_to_intensity -> use_rgb_to_intensity:    boolean    Converts texture RGB values to intensity (gray) values
TextureSlot.stencil -> use_stencil:    boolean    Use this texture as a blending value on the next texture
ThemeBoneColorSet.colored_constraints -> show_colored_constraints:    boolean    Allow the use of colors indicating constraints/keyed status
ThemeWidgetColors.shaded -> show_shaded:    boolean
ToolSettings.auto_normalize -> use_auto_normalize:    boolean    Ensure all bone-deforming vertex groups add up to 1.0 while weight painting
ToolSettings.automerge_editing -> use_automerge_editing:    boolean    Automatically merge vertices moved to the same location
ToolSettings.bone_sketching -> use_bone_sketching:    boolean    DOC BROKEN
ToolSettings.etch_autoname -> use_etch_autoname:    boolean    DOC BROKEN
ToolSettings.etch_overdraw -> use_etch_overdraw:    boolean    DOC BROKEN
ToolSettings.etch_quick -> use_etch_quick:    boolean    DOC BROKEN
ToolSettings.mesh_selection_mode -> mesh_selection_mode:    boolean    Which mesh elements selection works on
ToolSettings.record_with_nla -> use_record_with_nla:    boolean    Add a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweaking
ToolSettings.snap -> use_snap:    boolean    Snap during transform
ToolSettings.snap_align_rotation -> use_snap_align_rotation:    boolean    Align rotation with the snapping target
ToolSettings.snap_peel_object -> use_snap_peel_object:    boolean    Consider objects as whole when finding volume center
ToolSettings.snap_project -> use_snap_project:    boolean    Project vertices on the surface of other objects
ToolSettings.use_auto_keying -> use_keyframe_insert_auto:    boolean    Automatic keyframe insertion for Objects and Bones
ToolSettings.uv_local_view -> show_local_view:    boolean    Draw only faces with the currently displayed image assigned
ToolSettings.uv_sync_selection -> use_uv_sync_selection:    boolean    Keep UV and edit mode mesh selection in sync
TrackToConstraint.target_z -> use_target_z:    boolean    Target's Z axis, not World Z axis, will constraint the Up direction
TransformConstraint.extrapolate_motion -> use_motion_extrapolate:    boolean    Extrapolate ranges
TransformSequence.uniform_scale -> use_uniform_scale:    boolean    Scale uniformly, preserving aspect ratio
UILayout.active -> show_active:    boolean
UILayout.enabled -> show_enabled:    boolean
UVProjectModifier.override_image -> use_image_override:    boolean    Override faces' current images with the given image
UnitSettings.use_separate -> use_separate:    boolean    Display units in pairs
UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_available:    boolean    Automatic keyframe insertion in available curves
UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_keyingset:    boolean    Automatic keyframe insertion using active Keying Set
UserPreferencesEdit.drag_immediately -> use_drag_immediately:    boolean    Moving things with a mouse drag confirms when releasing the button
UserPreferencesEdit.duplicate_action -> use_duplicate_action:    boolean    Causes actions to be duplicated with the object
UserPreferencesEdit.duplicate_armature -> use_duplicate_armature:    boolean    Causes armature data to be duplicated with the object
UserPreferencesEdit.duplicate_curve -> use_duplicate_curve:    boolean    Causes curve data to be duplicated with the object
UserPreferencesEdit.duplicate_fcurve -> use_duplicate_fcurve:    boolean    Causes F-curve data to be duplicated with the object
UserPreferencesEdit.duplicate_lamp -> use_duplicate_lamp:    boolean    Causes lamp data to be duplicated with the object
UserPreferencesEdit.duplicate_material -> use_duplicate_material:    boolean    Causes material data to be duplicated with the object
UserPreferencesEdit.duplicate_mesh -> use_duplicate_mesh:    boolean    Causes mesh data to be duplicated with the object
UserPreferencesEdit.duplicate_metaball -> use_duplicate_metaball:    boolean    Causes metaball data to be duplicated with the object
UserPreferencesEdit.duplicate_particle -> use_duplicate_particle:    boolean    Causes particle systems to be duplicated with the object
UserPreferencesEdit.duplicate_surface -> use_duplicate_surface:    boolean    Causes surface data to be duplicated with the object
UserPreferencesEdit.duplicate_text -> use_duplicate_text:    boolean    Causes text data to be duplicated with the object
UserPreferencesEdit.duplicate_texture -> use_duplicate_texture:    boolean    Causes texture data to be duplicated with the object
UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode:    boolean    Enter Edit Mode automatically after adding a new object
UserPreferencesEdit.global_undo -> use_global_undo:    boolean    Global undo works by keeping a full copy of the file itself in memory, so takes extra memory
UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke:    boolean    Simplify the final stroke
UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke:    boolean    Smooth the final stroke
UserPreferencesEdit.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb:    boolean    Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis
UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed:    boolean    Keyframe insertion only when keyframe needed
UserPreferencesEdit.use_auto_keying -> use_auto_keying:    boolean    Automatic keyframe insertion for Objects and Bones
UserPreferencesEdit.use_negative_frames -> use_negative_frames:    boolean    Current frame number can be manually set to a negative value
UserPreferencesEdit.use_visual_keying -> use_visual_keying:    boolean    Use Visual keying automatically for constrained objects
UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files:    boolean    Automatic saving of temporary files
UserPreferencesFilePaths.compress_file -> use_file_compression:    boolean    Enable file compression when saving .blend files
UserPreferencesFilePaths.filter_file_extensions -> use_filter_files:    boolean    Display only files with extensions in the image select window
UserPreferencesFilePaths.hide_dot_files_datablocks -> show_hidden_files_datablocks:    boolean    Hide files/datablocks that start with a dot(.*)
UserPreferencesFilePaths.load_ui -> use_load_ui:    boolean    Load user interface setup when loading .blend files
UserPreferencesFilePaths.save_preview_images -> use_save_preview_images:    boolean    Enables automatic saving of preview images in the .blend file
UserPreferencesFilePaths.use_relative_paths -> use_relative_paths:    boolean    Default relative path option for the file selector
UserPreferencesInput.continuous_mouse -> use_continuous_mouse:    boolean    Allow moving the mouse outside the view on some manipulations (transform, ui control drag)
UserPreferencesInput.emulate_3_button_mouse -> use_emulate_3_button_mouse:    boolean    Emulates Middle Mouse with Alt+LeftMouse (doesn't work with Left Mouse Select option)
UserPreferencesInput.emulate_numpad -> use_emulate_numpad:    boolean    Causes the 1 to 0 keys to act as the numpad (useful for laptops)
UserPreferencesInput.invert_zoom_direction -> invert_zoom_direction:    boolean    Invert the axis of mouse movement for zooming
UserPreferencesSystem.auto_execute_scripts -> use_scripts_auto_execute:    boolean    Allow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)
UserPreferencesSystem.enable_all_codecs -> use_preview_images:    boolean    Enables automatic saving of preview images in the .blend file (Windows only)
UserPreferencesSystem.international_fonts -> use_international_fonts:    boolean    Use international fonts
UserPreferencesSystem.tabs_as_spaces -> use_tabs_as_spaces:    boolean    Automatically converts all new tabs into spaces for new and loaded text files
UserPreferencesSystem.translate_buttons -> use_translate_buttons:    boolean    Translate button labels
UserPreferencesSystem.translate_toolbox -> use_translate_toolbox:    boolean    Translate toolbox menu
UserPreferencesSystem.translate_tooltips -> use_translate_tooltips:    boolean    Translate Tooltips
UserPreferencesSystem.use_antialiasing -> use_antialiasing:    boolean    Use anti-aliasing for the 3D view (may impact redraw performance)
UserPreferencesSystem.use_mipmaps -> use_mipmaps:    boolean    Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)
UserPreferencesSystem.use_textured_fonts -> use_textured_fonts:    boolean    Use textures for drawing international fonts
UserPreferencesSystem.use_vbos -> use_vertex_buffer_objects:    boolean    Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering
UserPreferencesSystem.use_weight_color_range -> use_weight_color_range:    boolean    Enable color range used for weight visualization in weight painting mode
UserPreferencesView.auto_depth -> use_mouse_auto_depth:    boolean    Use the depth under the mouse to improve view pan/rotate/zoom functionality
UserPreferencesView.auto_perspective -> use_auto_perspective:    boolean    Automatically switch between orthographic and perspective when changing from top/front/side views
UserPreferencesView.directional_menus -> use_directional_menus:    boolean    Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction
UserPreferencesView.display_object_info -> show_object_info:    boolean    Display objects name and frame number in 3D view
UserPreferencesView.global_pivot -> use_global_pivot:    boolean    Lock the same rotation/scaling pivot in all 3D Views
UserPreferencesView.global_scene -> use_global_scene:    boolean    Forces the current Scene to be displayed in all Screens
UserPreferencesView.open_mouse_over -> use_mouse_over_open:    boolean    Open menu buttons and pulldowns automatically when the mouse is hovering
UserPreferencesView.rotate_around_selection -> use_rotate_around_selection:    boolean    Use selection as the pivot point
UserPreferencesView.show_mini_axis -> show_mini_axis:    boolean    Show a small rotating 3D axis in the bottom left corner of the 3D View
UserPreferencesView.show_playback_fps -> show_playback_fps:    boolean    Show the frames per second screen refresh rate, while animation is played back
UserPreferencesView.show_splash -> show_splash:    boolean    Display splash screen on startup
UserPreferencesView.show_view_name -> show_view_name:    boolean    Show the name of the view's direction in each 3D View
UserPreferencesView.tooltips -> show_tooltips:    boolean    Display tooltips
UserPreferencesView.use_column_layout -> show_column_layout:    boolean    Use a column layout for toolbox
UserPreferencesView.use_large_cursors -> show_large_cursors:    boolean    Use large mouse cursors when available
UserPreferencesView.use_manipulator -> show_manipulator:    boolean    Use 3D transform manipulator
UserPreferencesView.use_middle_mouse_paste -> use_mouse_mmb_paste:    boolean    In text window, paste with middle mouse button instead of panning
UserPreferencesView.wheel_invert_zoom -> invert_mouse_wheel_zoom:    boolean    Swap the Mouse Wheel zoom direction
UserPreferencesView.zoom_to_mouse -> use_zoom_to_mouse:    boolean    Zoom in towards the mouse pointer's position in the 3D view, rather than the 2D window center
UserSolidLight.enabled -> use:    boolean    Enable this OpenGL light in solid draw mode
VertexPaint.all_faces -> use_all_faces:    boolean    Paint on all faces inside brush
VertexPaint.normals -> use_normal:    boolean    Applies the vertex normal before painting
VertexPaint.spray -> use_spray:    boolean    Keep applying paint effect while holding mouse
VisibilityActuator.children -> apply_to_children:    boolean    Set all the children of this object to the same visibility/occlusion recursively
VisibilityActuator.occlusion -> use_occlusion:    boolean    Set the object to occlude objects behind it. Initialized from the object type in physics button
VisibilityActuator.visible -> use_visible:    boolean    Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)
VoxelData.still -> use_still_frame:    boolean    Always render a still frame from the voxel data sequence
WaveModifier.cyclic -> use_cyclic:    boolean    Cyclic wave effect
WaveModifier.normals -> use_normal:    boolean    Displace along normal
WaveModifier.x -> use_x:    boolean    X axis motion
WaveModifier.x_normal -> use_normal_x:    boolean    Enable displacement along the X normal
WaveModifier.y -> use_y:    boolean    Y axis motion
WaveModifier.y_normal -> use_normal_y:    boolean    Enable displacement along the Y normal
WaveModifier.z_normal -> use_normal_z:    boolean    Enable displacement along the Z normal
World.blend_sky -> use_sky_blend:    boolean    Render background with natural progression from horizon to zenith
World.paper_sky -> use_sky_paper:    boolean    Flatten blend or texture coordinates
World.real_sky -> use_sky_real:    boolean    Render background with a real horizon, relative to the camera angle
WorldLighting.falloff -> use_falloff:    boolean
WorldLighting.pixel_cache -> use_cache:    boolean    Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)
WorldLighting.use_ambient_occlusion -> use_ambient_occlusian:    boolean    Use Ambient Occlusion to add shadowing based on distance between objects
WorldLighting.use_environment_lighting -> use_environment_lighting:    boolean    Add light coming from the environment
WorldLighting.use_indirect_lighting -> use_indirect_lighting:    boolean    Add indirect light bouncing of surrounding objects
WorldMistSettings.use_mist -> use_mist:    boolean    Occlude objects with the environment color as they are further away
WorldStarsSettings.use_stars -> use_stars:    boolean    Enable starfield generation
WorldTextureSlot.map_blend -> use_map_blend:    boolean    Affect the color progression of the background
WorldTextureSlot.map_horizon -> use_map_horizon:    boolean    Affect the color of the horizon
WorldTextureSlot.map_zenith_down -> use_map_zenith_down:    boolean    Affect the color of the zenith below
WorldTextureSlot.map_zenith_up -> use_map_zenith_up:    boolean    Affect the color of the zenith above
