Action.fcurves -> fcurves:    collection, (read-only)    The individual F-Curves that make up the Action
Action.groups -> groups:    collection, (read-only)    Convenient groupings of F-Curves
Action.pose_markers -> pose_markers:    collection, (read-only)    Markers specific to this Action, for labeling poses
ActionActuator.action -> action:    pointer    
ActionActuator.blendin -> blendin:    int    Number of frames of motion blending
ActionActuator.frame_end -> frame_end:    int    
ActionActuator.frame_property -> frame_property:    string    Assign the action's current frame number to this property
ActionActuator.frame_start -> frame_start:    int    
ActionActuator.mode -> mode:    enum    Action playback type
ActionActuator.priority -> priority:    int    Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack
ActionActuator.property -> property:    string    Use this property to define the Action position
ActionConstraint.action -> action:    pointer    
ActionConstraint.frame_end -> frame_end:    int    Last frame of the Action to use
ActionConstraint.frame_start -> frame_start:    int    First frame of the Action to use
ActionConstraint.maximum -> max:    float    Maximum value for target channel range
ActionConstraint.minimum -> min:    float    Minimum value for target channel range
ActionConstraint.subtarget -> subtarget:    string    
ActionConstraint.target -> target:    pointer    Target Object
ActionConstraint.transform_channel -> transform_channel:    enum    Transformation channel from the target that is used to key the Action
ActionGroup.channels -> channels:    collection, (read-only)    F-Curves in this group
ActionGroup.custom_color -> custom_color:    int    Index of custom color set
ActionGroup.name -> name:    string    
Actuator.name -> name:    string    
Actuator.type -> type:    enum    
ActuatorSensor.actuator -> actuator:    string    Actuator name, actuator active state modifications will be detected
Addon.module -> module:    string    Module name
AnimData.action -> action:    pointer    Active Action for this datablock
AnimData.action_blending -> action_blend_type:    enum    Method used for combining Active Action's result with result of NLA stack
AnimData.action_extrapolation -> action_extrapolation:    enum    Action to take for gaps past the Active Action's range (when evaluating with NLA)
AnimData.action_influence -> action_influence:    float    Amount the Active Action contributes to the result of the NLA stack
AnimData.drivers -> drivers:    collection, (read-only)    The Drivers/Expressions for this datablock
AnimData.nla_tracks -> nla_tracks:    collection, (read-only)    NLA Tracks (i.e. Animation Layers)
AnimViz.motion_paths -> motion_paths:    pointer, (read-only)    Motion Path settings for visualisation
AnimViz.onion_skinning -> onion_skin_frames:    pointer, (read-only)    Onion Skinning (ghosting) settings for visualisation
AnimVizMotionPaths.after_current -> after_current:    int    Number of frames to show after the current frame (only for 'Around Current Frame' Onion-skinning method)
AnimVizMotionPaths.bake_location -> bake_location:    enum    When calculating Bone Paths, use Head or Tips
AnimVizMotionPaths.before_current -> before_current:    int    Number of frames to show before the current frame (only for 'Around Current Frame' Onion-skinning method)
AnimVizMotionPaths.frame_end -> frame_end:    int    End frame of range of paths to display/calculate (not for 'Around Current Frame' Onion-skinning method)
AnimVizMotionPaths.frame_start -> frame_start:    int    Starting frame of range of paths to display/calculate (not for 'Around Current Frame' Onion-skinning method)
AnimVizMotionPaths.frame_step -> frame_step:    int    Number of frames between paths shown (not for 'On Keyframes' Onion-skinning method)
AnimVizMotionPaths.type -> type:    enum    Type of range to show for Motion Paths
AnimVizOnionSkinning.after_current -> after_current:    int    Number of frames to show after the current frame (only for 'Around Current Frame' Onion-skinning method)
AnimVizOnionSkinning.before_current -> before_current:    int    Number of frames to show before the current frame (only for 'Around Current Frame' Onion-skinning method)
AnimVizOnionSkinning.frame_end -> frame_end:    int    End frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method)
AnimVizOnionSkinning.frame_start -> frame_start:    int    Starting frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method)
AnimVizOnionSkinning.frame_step -> frame_step:    int    Number of frames between ghosts shown (not for 'On Keyframes' Onion-skinning method)
AnimVizOnionSkinning.type -> type:    enum    Method used for determining what ghosts get drawn
Area.active_space -> active_space:    pointer, (read-only)    Space currently being displayed in this area
Area.regions -> regions:    collection, (read-only)    Regions this area is subdivided in
Area.spaces -> spaces:    collection, (read-only)    Spaces contained in this area, the first space is active
Area.type -> type:    enum    Space type
AreaLamp.gamma -> gamma:    float    Light gamma correction value
AreaLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold:    float    Threshold for Adaptive Sampling (Raytraced shadows)
AreaLamp.shadow_color -> shadow_color:    float    Color of shadows cast by the lamp
AreaLamp.shadow_method -> shadow_method:    enum    Method to compute lamp shadow with
AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x:    int    Amount of samples taken extra (samples x samples)
AreaLamp.shadow_ray_samples_y -> shadow_ray_samples_y:    int    Amount of samples taken extra (samples x samples)
AreaLamp.shadow_ray_sampling_method -> shadow_ray_sample_method:    enum    Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
AreaLamp.shadow_soft_size -> shadow_soft_size:    float    Light size for ray shadow sampling (Raytraced shadows)
AreaLamp.shape -> shape:    enum    Shape of the area lamp
AreaLamp.size -> size:    float    Size of the area of the area Lamp, X direction size for Rectangle shapes
AreaLamp.size_y -> size_y:    float    Size of the area of the area Lamp in the Y direction for Rectangle shapes
Armature.animation_data -> animation_data:    pointer, (read-only)    Animation data for this datablock
Armature.bones -> bones:    collection, (read-only)    
Armature.drawtype -> drawtype:    enum    
Armature.edit_bones -> edit_bones:    collection, (read-only)    
Armature.ghost_frame_end -> ghost_frame_end:    int    End frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method)
Armature.ghost_frame_start -> ghost_frame_start:    int    Starting frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method)
Armature.ghost_size -> ghost_size:    int    Frame step for Ghosts (not for 'On Keyframes' Onion-skinning method)
Armature.ghost_step -> ghost_step:    int    Number of frame steps on either side of current frame to show as ghosts (only for 'Around Current Frame' Onion-skinning method)
Armature.ghost_type -> ghost_type:    enum    Method of Onion-skinning for active Action
Armature.pose_position -> pose_position:    enum    Show armature in binding pose or final posed state
ArmatureActuator.bone -> bone:    string    Bone on which the constraint is defined
ArmatureActuator.constraint -> constraint:    string    Name of the constraint you want to control
ArmatureActuator.mode -> mode:    enum    
ArmatureActuator.secondary_target -> secondary_target:    pointer    Set weight of this constraint
ArmatureActuator.target -> target:    pointer    Set this object as the target of the constraint
ArmatureActuator.weight -> weight:    float    Set weight of this constraint
ArmatureBones.active -> active:    pointer    Armatures active bone
ArmatureEditBones.active -> active:    pointer    Armatures active edit bone
ArmatureModifier.object -> object:    pointer    Armature object to deform with
ArmatureModifier.vertex_group -> vertex_group:    string    Vertex group name
ArmatureSensor.bone -> bone:    string    Identify the bone to check value from
ArmatureSensor.constraint -> constraint:    string    Identify the bone constraint to check value from
ArmatureSensor.test_type -> test_type:    enum    Type of value and test
ArmatureSensor.value -> value:    float    Specify value to be used in comparison
ArrayModifier.constant_offset_displacement -> constant_offset_displacement:    float    
ArrayModifier.count -> count:    int    Number of duplicates to make
ArrayModifier.curve -> curve:    pointer    Curve object to fit array length to
ArrayModifier.end_cap -> end_cap:    pointer    Mesh object to use as an end cap
ArrayModifier.fit_type -> fit_type:    enum    Array length calculation method
ArrayModifier.length -> length:    float    Length to fit array within
ArrayModifier.merge_distance -> merge_distance:    float    Limit below which to merge vertices
ArrayModifier.offset_object -> offset_object:    pointer    
ArrayModifier.relative_offset_displacement -> relative_offset_displacement:    float    
ArrayModifier.start_cap -> start_cap:    pointer    Mesh object to use as a start cap
BackgroundImage.image -> image:    pointer    Image displayed and edited in this space
BackgroundImage.image_user -> image_user:    pointer, (read-only)    Parameters defining which layer, pass and frame of the image is displayed
BackgroundImage.offset_x -> offset_x:    float    Offsets image horizontally from the world origin
BackgroundImage.offset_y -> offset_y:    float    Offsets image vertically from the world origin
BackgroundImage.size -> size:    float    Scaling factor for the background image
BackgroundImage.transparency -> transparency:    float    Amount to blend the image against the background color
BackgroundImage.view_axis -> view_axis:    enum    The axis to display the image on
BevelModifier.angle -> angle:    float    Angle above which to bevel edges
BevelModifier.edge_weight_method -> edge_weight_method:    enum    What edge weight to use for weighting a vertex
BevelModifier.limit_method -> limit_method:    enum    
BevelModifier.width -> width:    float    Bevel value/amount
BezierSplinePoint.co -> co:    float    Coordinates of the control point
BezierSplinePoint.handle1 -> handle_left:    float    Coordinates of the first handle
BezierSplinePoint.handle1_type -> handle_left_type:    enum    Handle types
BezierSplinePoint.handle2 -> handle_right:    float    Coordinates of the second handle
BezierSplinePoint.handle2_type -> handle_right_type:    enum    Handle types
BezierSplinePoint.radius -> radius:    float, (read-only)    Radius for bevelling
BezierSplinePoint.tilt -> tilt:    float    Tilt in 3D View
BezierSplinePoint.weight -> weight:    float    Softbody goal weight
BlendTexture.flip_axis -> flip_axis:    enum    Flips the texture's X and Y axis
BlendTexture.progression -> progression:    enum    Sets the style of the color blending
BlenderRNA.structs -> structs:    collection, (read-only)    
BoidRule.name -> name:    string    Boid rule name
BoidRule.type -> type:    enum, (read-only)    
BoidRuleAverageSpeed.level -> level:    float    How much velocity's z-component is kept constant
BoidRuleAverageSpeed.speed -> speed:    float    Percentage of maximum speed
BoidRuleAverageSpeed.wander -> wander:    float    How fast velocity's direction is randomized
BoidRuleAvoid.fear_factor -> fear_factor:    float    Avoid object if danger from it is above this threshold
BoidRuleAvoid.object -> object:    pointer    Object to avoid
BoidRuleAvoidCollision.look_ahead -> look_ahead:    float    Time to look ahead in seconds
BoidRuleFight.distance -> distance:    float    Attack boids at max this distance
BoidRuleFight.flee_distance -> flee_distance:    float    Flee to this distance
BoidRuleFollowLeader.distance -> distance:    float    Distance behind leader to follow
BoidRuleFollowLeader.object -> object:    pointer    Follow this object instead of a boid
BoidRuleFollowLeader.queue_size -> queue_size:    int    How many boids in a line
BoidRuleGoal.object -> object:    pointer    Goal object
BoidSettings.accuracy -> accuracy:    float    Accuracy of attack
BoidSettings.active_boid_state -> active_boid_state:    pointer, (read-only)    
BoidSettings.active_boid_state_index -> active_boid_state_index:    int    
BoidSettings.aggression -> aggression:    float    Boid will fight this times stronger enemy
BoidSettings.air_max_acc -> air_acc_max:    float    Maximum acceleration in air (relative to maximum speed)
BoidSettings.air_max_ave -> air_ave_max:    float    Maximum angular velocity in air (relative to 180 degrees)
BoidSettings.air_max_speed -> air_speed_max:    float    Maximum speed in air
BoidSettings.air_min_speed -> air_speed_min:    float    Minimum speed in air (relative to maximum speed)
BoidSettings.air_personal_space -> air_personal_space:    float    Radius of boids personal space in air (% of particle size)
BoidSettings.banking -> bank:    float    Amount of rotation around velocity vector on turns
BoidSettings.health -> health:    float    Initial boid health when born
BoidSettings.height -> height:    float    Boid height relative to particle size
BoidSettings.land_jump_speed -> land_jump_speed:    float    Maximum speed for jumping
BoidSettings.land_max_acc -> land_acc_max:    float    Maximum acceleration on land (relative to maximum speed)
BoidSettings.land_max_ave -> land_ave_max:    float    Maximum angular velocity on land (relative to 180 degrees)
BoidSettings.land_max_speed -> land_speed_max:    float    Maximum speed on land
BoidSettings.land_personal_space -> land_personal_space:    float    Radius of boids personal space on land (% of particle size)
BoidSettings.land_stick_force -> land_stick_force:    float    How strong a force must be to start effecting a boid on land
BoidSettings.landing_smoothness -> land_smooth:    float    How smoothly the boids land
BoidSettings.range -> range:    float    The maximum distance from which a boid can attack
BoidSettings.states -> states:    collection, (read-only)    
BoidSettings.strength -> strength:    float    Maximum caused damage on attack per second
BoidState.active_boid_rule -> active_boid_rule:    pointer, (read-only)    
BoidState.active_boid_rule_index -> active_boid_rule_index:    int    
BoidState.falloff -> falloff:    float    
BoidState.name -> name:    string    Boid state name
BoidState.rule_fuzziness -> rule_fuzzy:    float    
BoidState.rules -> rules:    collection, (read-only)    
BoidState.ruleset_type -> ruleset_type:    enum    How the rules in the list are evaluated
BoidState.volume -> volume:    float    
Bone.bbone_in -> bbone_in:    float    Length of first Bezier Handle (for B-Bones only)
Bone.bbone_out -> bbone_out:    float    Length of second Bezier Handle (for B-Bones only)
Bone.bbone_segments -> bbone_segments:    int    Number of subdivisions of bone (for B-Bones only)
Bone.children -> children:    collection, (read-only)    Bones which are children of this bone
Bone.envelope_distance -> envelope_distance:    float    Bone deformation distance (for Envelope deform only)
Bone.envelope_weight -> envelope_weight:    float    Bone deformation weight (for Envelope deform only)
Bone.head -> head:    float    Location of head end of the bone relative to its parent
Bone.head_local -> head_local:    float    Location of head end of the bone relative to armature
Bone.head_radius -> head_radius:    float    Radius of head of bone (for Envelope deform only)
Bone.matrix -> matrix:    float    3x3 bone matrix
Bone.matrix_local -> matrix_local:    float    4x4 bone matrix relative to armature
Bone.name -> name:    string    
Bone.parent -> parent:    pointer, (read-only)    Parent bone (in same Armature)
Bone.tail -> tail:    float    Location of tail end of the bone
Bone.tail_local -> tail_local:    float    Location of tail end of the bone relative to armature
Bone.tail_radius -> tail_radius:    float    Radius of tail of bone (for Envelope deform only)
BoneGroup.color_set -> color_set:    enum    Custom color set to use
BoneGroup.colors -> colors:    pointer, (read-only)    Copy of the colors associated with the group's color set
BoneGroup.name -> name:    string    
BooleanModifier.object -> object:    pointer    Mesh object to use for Boolean operation
BooleanModifier.operation -> operation:    enum    
BooleanProperty.array_length -> array_length:    int, (read-only)    Maximum length of the array, 0 means unlimited
Brush.blend -> blend:    enum    Brush blending mode
Brush.clone_alpha -> clone_alpha:    float    Opacity of clone image display
Brush.clone_image -> clone_image:    pointer    Image for clone tool
Brush.clone_offset -> clone_offset:    float    
Brush.color -> color:    float    
Brush.curve -> curve:    pointer, (read-only)    Editable falloff curve
Brush.direction -> direction:    enum    Mapping type to use for this image in the game engine
Brush.imagepaint_tool -> imagepaint_tool:    enum    
Brush.jitter -> jitter:    float    Jitter the position of the brush while painting
Brush.rate -> rate:    float    Interval between paints for Airbrush
Brush.sculpt_tool -> sculpt_tool:    enum    
Brush.size -> size:    int    Diameter of the brush
Brush.smooth_stroke_factor -> smooth_stroke_factor:    float    Higher values give a smoother stroke
Brush.smooth_stroke_radius -> smooth_stroke_radius:    int    Minimum distance from last point before stroke continues
Brush.spacing -> spacing:    float    Spacing between brush stamps
Brush.strength -> strength:    float    The amount of pressure on the brush
Brush.texture -> texture:    pointer    
Brush.texture_slot -> texture_slot:    pointer, (read-only)    
Brush.vertexpaint_tool -> vertexpaint_tool:    enum    
BrushTextureSlot.angle -> angle:    float    Defines brush texture rotation
BrushTextureSlot.map_mode -> map_mode:    enum    
BuildModifier.frame_start -> frame_start:    float    Specify the start frame of the effect
BuildModifier.length -> length:    float    Specify the total time the build effect requires
BuildModifier.seed -> seed:    int    Specify the seed for random if used
Camera.angle -> angle:    float    Perspective Camera lens field of view in degrees
Camera.animation_data -> animation_data:    pointer, (read-only)    Animation data for this datablock
Camera.clip_end -> clip_end:    float    Camera far clipping distance
Camera.clip_start -> clip_start:    float    Camera near clipping distance
Camera.dof_distance -> dof_distance:    float    Distance to the focus point for depth of field
Camera.dof_object -> dof_object:    pointer    Use this object to define the depth of field focal point
Camera.draw_size -> draw_size:    float    Apparent size of the Camera object in the 3D View
Camera.lens -> lens:    float    Perspective Camera lens value in millimeters
Camera.lens_unit -> lens_unit:    enum    Unit to edit lens in for the user interface
Camera.ortho_scale -> ortho_scale:    float    Orthographic Camera scale (similar to zoom)
Camera.passepartout_alpha -> passepartout_alpha:    float    Opacity (alpha) of the darkened overlay in Camera view
Camera.shift_x -> shift_x:    float    Perspective Camera horizontal shift
Camera.shift_y -> shift_y:    float    Perspective Camera vertical shift
Camera.type -> type:    enum    Camera types
CameraActuator.axis -> axis:    enum    Specify the axis the Camera will try to get behind
CameraActuator.height -> height:    float    
CameraActuator.max -> max:    float    
CameraActuator.min -> min:    float    
CameraActuator.object -> object:    pointer    Look at this Object
CastModifier.cast_type -> cast_type:    enum    
CastModifier.factor -> factor:    float    
CastModifier.object -> object:    pointer    Control object: if available, its location determines the center of the effect
CastModifier.radius -> radius:    float    Only deform vertices within this distance from the center of the effect (leave as 0 for infinite.)
CastModifier.size -> size:    float    Size of projection shape (leave as 0 for auto.)
CastModifier.vertex_group -> vertex_group:    string    Vertex group name
ChildOfConstraint.subtarget -> subtarget:    string    
ChildOfConstraint.target -> target:    pointer    Target Object
ClampToConstraint.main_axis -> main_axis:    enum    Main axis of movement
ClampToConstraint.target -> target:    pointer    Target Object
ClothCollisionSettings.collision_quality -> collision_quality:    int    How many collision iterations should be done. (higher is better quality but slower)
ClothCollisionSettings.friction -> friction:    float    Friction force if a collision happened. (higher = less movement)
ClothCollisionSettings.group -> group:    pointer    Limit colliders to this Group
ClothCollisionSettings.min_distance -> distance_min:    float    Minimum distance between collision objects before collision response takes in
ClothCollisionSettings.self_collision_quality -> self_collision_quality:    int    How many self collision iterations should be done. (higher is better quality but slower)
ClothCollisionSettings.self_friction -> self_friction:    float    Friction/damping with self contact
ClothCollisionSettings.self_min_distance -> self_distance_min:    float    0.5 means no distance at all, 1.0 is maximum distance
ClothModifier.collision_settings -> collision_settings:    pointer, (read-only)    
ClothModifier.point_cache -> point_cache:    pointer, (read-only)    
ClothModifier.settings -> settings:    pointer, (read-only)    
ClothSettings.air_damping -> air_damping:    float    Air has normally some thickness which slows falling things down
ClothSettings.bending_stiffness -> bending_stiffness:    float    Wrinkle coefficient. (higher = less smaller but more big wrinkles)
ClothSettings.bending_stiffness_max -> bending_stiffness_max:    float    Maximum bending stiffness value
ClothSettings.bending_vertex_group -> bending_vertex_group:    string    Vertex group for fine control over bending stiffness
ClothSettings.collider_friction -> collider_friction:    float    
ClothSettings.effector_weights -> effector_weights:    pointer, (read-only)    
ClothSettings.goal_default -> goal_default:    float    Default Goal (vertex target position) value, when no Vertex Group used
ClothSettings.goal_friction -> goal_friction:    float    Goal (vertex target position) friction
ClothSettings.goal_max -> goal_max:    float    Goal maximum, vertex group weights are scaled to match this range
ClothSettings.goal_min -> goal_min:    float    Goal minimum, vertex group weights are scaled to match this range
ClothSettings.goal_spring -> goal_spring:    float    Goal (vertex target position) spring stiffness
ClothSettings.gravity -> gravity:    float    Gravity or external force vector
ClothSettings.internal_friction -> internal_friction:    float    
ClothSettings.mass -> mass:    float    Mass of cloth material
ClothSettings.mass_vertex_group -> mass_vertex_group:    string    Vertex Group for pinning of vertices
ClothSettings.pin_stiffness -> pin_stiffness:    float    Pin (vertex target position) spring stiffness
ClothSettings.pre_roll -> pre_roll:    int    Simulation starts on this frame
ClothSettings.quality -> quality:    int    Quality of the simulation in steps per frame. (higher is better quality but slower)
ClothSettings.rest_shape_key -> rest_shape_key:    pointer    Shape key to use the rest spring lengths from
ClothSettings.spring_damping -> spring_damping:    float    Damping of cloth velocity. (higher = more smooth, less jiggling)
ClothSettings.structural_stiffness -> structural_stiffness:    float    Overall stiffness of structure
ClothSettings.structural_stiffness_max -> structural_stiffness_max:    float    Maximum structural stiffness value
ClothSettings.structural_stiffness_vertex_group -> structural_stiffness_vertex_group:    string    Vertex group for fine control over structural stiffness
CloudsTexture.nabla -> nabla:    float    Size of derivative offset used for calculating normal
CloudsTexture.noise_basis -> noise_basis:    enum    Sets the noise basis used for turbulence
CloudsTexture.noise_depth -> noise_depth:    int    Sets the depth of the cloud calculation
CloudsTexture.noise_size -> noise_size:    float    Sets scaling for noise input
CloudsTexture.noise_type -> noise_type:    enum    
CloudsTexture.stype -> stype:    enum    
CollectionProperty.fixed_type -> fixed_type:    pointer, (read-only)    Fixed pointer type, empty if variable type
CollisionModifier.settings -> settings:    pointer, (read-only)    
CollisionSensor.material -> material:    string    Only look for Objects with this material
CollisionSensor.property -> property:    string    Only look for Objects with this property
CollisionSettings.absorption -> absorption:    float    How much of effector force gets lost during collision with this object (in percent)
CollisionSettings.damping -> damping:    float    Amount of damping during collision
CollisionSettings.damping_factor -> damping_factor:    float    Amount of damping during particle collision
CollisionSettings.friction_factor -> friction_factor:    float    Amount of friction during particle collision
CollisionSettings.inner_thickness -> inner_thickness:    float    Inner face thickness
CollisionSettings.outer_thickness -> outer_thickness:    float    Outer face thickness
CollisionSettings.permeability -> permeability:    float    Chance that the particle will pass through the mesh
CollisionSettings.random_damping -> random_damping:    float    Random variation of damping
CollisionSettings.random_friction -> random_friction:    float    Random variation of friction
CollisionSettings.stickness -> stickness:    float    Amount of stickness to surface collision
ColorRamp.elements -> elements:    collection, (read-only)    
ColorRamp.interpolation -> interpolation:    enum    
ColorRampElement.color -> color:    float    
ColorRampElement.position -> position:    float    
ColorSequence.color -> color:    float    
CompositorNode.type -> type:    enum, (read-only)    
CompositorNodeAlphaOver.premul -> premul:    float    Mix Factor
CompositorNodeBilateralblur.iterations -> iterations:    int    
CompositorNodeBilateralblur.sigma_color -> sigma_color:    float    
CompositorNodeBilateralblur.sigma_space -> sigma_space:    float    
CompositorNodeBlur.factor -> factor:    float    
CompositorNodeBlur.factor_x -> factor_x:    float    
CompositorNodeBlur.factor_y -> factor_y:    float    
CompositorNodeBlur.filter_type -> filter_type:    enum    
CompositorNodeBlur.sizex -> size_x:    int    
CompositorNodeBlur.sizey -> size_y:    int    
CompositorNodeChannelMatte.algorithm -> algorithm:    enum    Algorithm to use to limit channel
CompositorNodeChannelMatte.channel -> channel:    enum    Channel used to determine matte
CompositorNodeChannelMatte.color_space -> color_space:    enum    
CompositorNodeChannelMatte.high -> high:    float    Values higher than this setting are 100% opaque
CompositorNodeChannelMatte.limit_channel -> limit_channel:    enum    Limit by this channels value
CompositorNodeChannelMatte.low -> low:    float    Values lower than this setting are 100% keyed
CompositorNodeChromaMatte.acceptance -> acceptance:    float    Tolerance for a color to be considered a keying color
CompositorNodeChromaMatte.cutoff -> cutoff:    float    Tolerance below which colors will be considered as exact matches
CompositorNodeChromaMatte.gain -> gain:    float    Alpha gain
CompositorNodeChromaMatte.lift -> lift:    float    Alpha lift
CompositorNodeChromaMatte.shadow_adjust -> shadow_adjust:    float    Adjusts the brightness of any shadows captured
CompositorNodeColorBalance.correction_formula -> correction_formula:    enum    
CompositorNodeColorBalance.gain -> gain:    float    Correction for Highlights
CompositorNodeColorBalance.gamma -> gamma:    float    Correction for Midtones
CompositorNodeColorBalance.lift -> lift:    float    Correction for Shadows
CompositorNodeColorBalance.offset -> offset:    float    Correction for Shadows
CompositorNodeColorBalance.power -> power:    float    Correction for Midtones
CompositorNodeColorBalance.slope -> slope:    float    Correction for Highlights
CompositorNodeColorMatte.h -> h:    float    Hue tolerance for colors to be considered a keying color
CompositorNodeColorMatte.s -> s:    float    Saturation Tolerance for the color
CompositorNodeColorMatte.v -> v:    float    Value Tolerance for the color
CompositorNodeColorSpill.algorithm -> algorithm:    enum    
CompositorNodeColorSpill.channel -> channel:    enum    
CompositorNodeColorSpill.limit_channel -> limit_channel:    enum    
CompositorNodeColorSpill.ratio -> ratio:    float    Scale limit by value
CompositorNodeColorSpill.unspill_blue -> unspill_blue:    float    Blue spillmap scale
CompositorNodeColorSpill.unspill_green -> unspill_green:    float    Green spillmap scale
CompositorNodeColorSpill.unspill_red -> unspill_red:    float    Red spillmap scale
CompositorNodeCrop.x1 -> x1:    int    
CompositorNodeCrop.x2 -> x2:    int    
CompositorNodeCrop.y1 -> y1:    int    
CompositorNodeCrop.y2 -> y2:    int    
CompositorNodeCurveRGB.mapping -> mapping:    pointer, (read-only)    
CompositorNodeCurveVec.mapping -> mapping:    pointer, (read-only)    
CompositorNodeDBlur.angle -> angle:    float    
CompositorNodeDBlur.center_x -> center_x:    float    
CompositorNodeDBlur.center_y -> center_y:    float    
CompositorNodeDBlur.distance -> distance:    float    
CompositorNodeDBlur.iterations -> iterations:    int    
CompositorNodeDBlur.spin -> spin:    float    
CompositorNodeDBlur.zoom -> zoom:    float    
CompositorNodeDefocus.angle -> angle:    int    Bokeh shape rotation offset in degrees
CompositorNodeDefocus.bokeh -> bokeh:    enum    
CompositorNodeDefocus.f_stop -> f_stop:    float    Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius
CompositorNodeDefocus.max_blur -> blur_max:    float    blur limit, maximum CoC radius, 0=no limit
CompositorNodeDefocus.samples -> samples:    int    Number of samples (16=grainy, higher=less noise)
CompositorNodeDefocus.threshold -> threshold:    float    CoC radius threshold, prevents background bleed on in-focus midground, 0=off
CompositorNodeDefocus.z_scale -> z_scale:    float    Scales the Z input when not using a zbuffer, controls maximum blur designated by the color white or input value 1
CompositorNodeDiffMatte.falloff -> falloff:    float    Color distances below this additional threshold are partially keyed
CompositorNodeDiffMatte.tolerance -> tolerance:    float    Color distances below this threshold are keyed
CompositorNodeDilateErode.distance -> distance:    int    Distance to grow/shrink (number of iterations)
CompositorNodeDistanceMatte.falloff -> falloff:    float    Color distances below this additional threshold are partially keyed
CompositorNodeDistanceMatte.tolerance -> tolerance:    float    Color distances below this threshold are keyed
CompositorNodeFilter.filter_type -> filter_type:    enum    
CompositorNodeFlip.axis -> axis:    enum    
CompositorNodeGlare.angle_offset -> angle_offset:    float    Streak angle offset in degrees
CompositorNodeGlare.color_modulation -> color_modulation:    float    Amount of Color Modulation, modulates colors of streaks and ghosts for a spectral dispersion effect
CompositorNodeGlare.fade -> fade:    float    Streak fade-out factor
CompositorNodeGlare.glare_type -> glare_type:    enum    
CompositorNodeGlare.iterations -> iterations:    int    
CompositorNodeGlare.mix -> mix:    float    -1 is original image only, 0 is exact 50/50 mix, 1 is processed image only
CompositorNodeGlare.quality -> quality:    enum    If not set to high quality, the effect will be applied to a low-res copy of the source image
CompositorNodeGlare.size -> size:    int    Glow/glare size (not actual size; relative to initial size of bright area of pixels)
CompositorNodeGlare.streaks -> streaks:    int    Total number of streaks
CompositorNodeGlare.threshold -> threshold:    float    The glare filter will only be applied to pixels brighter than this value
CompositorNodeHueCorrect.mapping -> mapping:    pointer, (read-only)    
CompositorNodeHueSat.hue -> hue:    float    
CompositorNodeHueSat.sat -> sat:    float    
CompositorNodeHueSat.val -> val:    float    
CompositorNodeIDMask.index -> index:    int    Pass index number to convert to alpha
CompositorNodeImage.frames -> frames:    int    Number of images used in animation
CompositorNodeImage.image -> image:    pointer    
CompositorNodeImage.layer -> layer:    enum    
CompositorNodeImage.offset -> offset:    int    Offsets the number of the frame to use in the animation
CompositorNodeImage.start -> start:    int    
CompositorNodeLevels.channel -> channel:    enum    
CompositorNodeLumaMatte.high -> high:    float    Values higher than this setting are 100% opaque
CompositorNodeLumaMatte.low -> low:    float    Values lower than this setting are 100% keyed
CompositorNodeMapUV.alpha -> alpha:    int    
CompositorNodeMapValue.max -> max:    float    
CompositorNodeMapValue.min -> min:    float    
CompositorNodeMapValue.offset -> offset:    float    
CompositorNodeMapValue.size -> size:    float    
CompositorNodeMath.operation -> operation:    enum    
CompositorNodeMixRGB.blend_type -> blend_type:    enum    
CompositorNodeOutputFile.exr_codec -> exr_codec:    enum    
CompositorNodeOutputFile.filepath -> filepath:    string    Output path for the image, same functionality as render output.
CompositorNodeOutputFile.frame_end -> frame_end:    int    
CompositorNodeOutputFile.frame_start -> frame_start:    int    
CompositorNodeOutputFile.image_type -> image_type:    enum    
CompositorNodeOutputFile.quality -> quality:    int    
CompositorNodePremulKey.mapping -> mapping:    enum    Conversion between premultiplied alpha and key alpha
CompositorNodeRLayers.layer -> layer:    enum    
CompositorNodeRLayers.scene -> scene:    pointer    
CompositorNodeRotate.filter -> filter:    enum    Method to use to filter rotation
CompositorNodeScale.space -> space:    enum    Coordinate space to scale relative to
CompositorNodeSplitViewer.axis -> axis:    enum    
CompositorNodeSplitViewer.factor -> factor:    int    
CompositorNodeTexture.node_output -> node_output:    int    For node-based textures, which output node to use
CompositorNodeTexture.texture -> texture:    pointer    
CompositorNodeTime.curve -> curve:    pointer, (read-only)    
CompositorNodeTime.end -> end:    int    
CompositorNodeTime.start -> start:    int    
CompositorNodeTonemap.adaptation -> adaptation:    float    If 0, global; if 1, based on pixel intensity
CompositorNodeTonemap.contrast -> contrast:    float    Set to 0 to use estimate from input image
CompositorNodeTonemap.correction -> correction:    float    If 0, same for all channels; if 1, each independent
CompositorNodeTonemap.gamma -> gamma:    float    If not used, set to 1
CompositorNodeTonemap.intensity -> intensity:    float    If less than zero, darkens image; otherwise, makes it brighter
CompositorNodeTonemap.key -> key:    float    The value the average luminance is mapped to
CompositorNodeTonemap.offset -> offset:    float    Normally always 1, but can be used as an extra control to alter the brightness curve
CompositorNodeTonemap.tonemap_type -> tonemap_type:    enum    
CompositorNodeValToRGB.color_ramp -> color_ramp:    pointer, (read-only)    
CompositorNodeVecBlur.factor -> factor:    float    Scaling factor for motion vectors; actually 'shutter speed' in frames
CompositorNodeVecBlur.max_speed -> speed_max:    int    Maximum speed, or zero for none
CompositorNodeVecBlur.min_speed -> speed_min:    int    Minimum speed for a pixel to be blurred; used to separate background from foreground
CompositorNodeVecBlur.samples -> samples:    int    
ConsoleLine.current_character -> current_character:    int    
ConsoleLine.line -> line:    string    Text in the line
Constraint.influence -> influence:    float    Amount of influence constraint will have on the final solution
Constraint.lin_error -> lin_error:    float, (read-only)    Amount of residual error in Blender space unit for constraints that work on position
Constraint.name -> name:    string    Constraint name
Constraint.owner_space -> owner_space:    enum    Space that owner is evaluated in
Constraint.rot_error -> rot_error:    float, (read-only)    Amount of residual error in radiant for constraints that work on orientation
Constraint.target_space -> target_space:    enum    Space that target is evaluated in
Constraint.type -> type:    enum, (read-only)    
ConstraintActuator.damping -> damping:    int    Damping factor: time constant (in frame) of low pass filter
ConstraintActuator.damping_rotation -> damping_rotation:    int    Use a different damping for orientation
ConstraintActuator.direction -> direction:    enum    Set the direction of the ray
ConstraintActuator.direction_axis -> direction_axis:    enum    Select the axis to be aligned along the reference direction
ConstraintActuator.distance -> distance:    float    Set the maximum length of ray
ConstraintActuator.fh_damping -> fh_damping:    float    Damping factor of the Fh spring force
ConstraintActuator.fh_height -> fh_height:    float    Height of the Fh area
ConstraintActuator.limit -> limit:    enum    
ConstraintActuator.limit_max -> limit_max:    float    
ConstraintActuator.limit_min -> limit_min:    float    
ConstraintActuator.material -> material:    string    Ray detects only Objects with this material
ConstraintActuator.max_angle -> angle_max:    float    Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max
ConstraintActuator.max_rotation -> rotation_max:    float    Reference Direction
ConstraintActuator.min_angle -> angle_min:    float    Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max
ConstraintActuator.mode -> mode:    enum    The type of the constraint
ConstraintActuator.property -> property:    string    Ray detect only Objects with this property
ConstraintActuator.range -> range:    float    Set the maximum length of ray
ConstraintActuator.spring -> spring:    float    Spring force within the Fh area
ConstraintActuator.time -> time:    int    Maximum activation time in frame, 0 for unlimited
ConstraintTarget.subtarget -> subtarget:    string    
ConstraintTarget.target -> target:    pointer    Target Object
Context.area -> area:    pointer, (read-only)    
Context.main -> main:    pointer, (read-only)    
Context.manager -> manager:    pointer, (read-only)    
Context.mode -> mode:    enum, (read-only)    
Context.region -> region:    pointer, (read-only)    
Context.scene -> scene:    pointer, (read-only)    
Context.screen -> screen:    pointer, (read-only)    
Context.space_data -> space_data:    pointer, (read-only)    
Context.tool_settings -> tool_settings:    pointer, (read-only)    
Context.user_preferences -> user_preferences:    pointer, (read-only)    
Context.window -> window:    pointer, (read-only)    
ControlFluidSettings.attraction_radius -> attraction_radius:    float    Specifies the force field radius around the control object
ControlFluidSettings.attraction_strength -> attraction_strength:    float    Force strength for directional attraction towards the control object
ControlFluidSettings.end_time -> end_time:    float    Specifies time when the control particles are deactivated
ControlFluidSettings.quality -> quality:    float    Specifies the quality which is used for object sampling. (higher = better but slower)
ControlFluidSettings.start_time -> start_time:    float    Specifies time when the control particles are activated
ControlFluidSettings.velocity_radius -> velocity_radius:    float    Specifies the force field radius around the control object
ControlFluidSettings.velocity_strength -> velocity_strength:    float    Force strength of how much of the control object's velocity is influencing the fluid velocity
Controller.name -> name:    string    
Controller.state_number -> state_number:    int    Set Controller state index (1 to 30)
Controller.type -> type:    enum    
CopyLocationConstraint.head_tail -> head_tail:    float    Target along length of bone: Head=0, Tail=1
CopyLocationConstraint.subtarget -> subtarget:    string    
CopyLocationConstraint.target -> target:    pointer    Target Object
CopyRotationConstraint.subtarget -> subtarget:    string    
CopyRotationConstraint.target -> target:    pointer    Target Object
CopyScaleConstraint.subtarget -> subtarget:    string    
CopyScaleConstraint.target -> target:    pointer    Target Object
CopyTransformsConstraint.head_tail -> head_tail:    float    Target along length of bone: Head=0, Tail=1
CopyTransformsConstraint.subtarget -> subtarget:    string    
CopyTransformsConstraint.target -> target:    pointer    Target Object
Curve.animation_data -> animation_data:    pointer, (read-only)    Animation data for this datablock
Curve.bevel_depth -> bevel_depth:    float    Bevel depth when not using a bevel object
Curve.bevel_object -> bevel_object:    pointer    Curve object name that defines the bevel shape
Curve.bevel_resolution -> bevel_resolution:    int    Bevel resolution when depth is non-zero and no specific bevel object has been defined
Curve.dimensions -> dimensions:    enum    Select 2D or 3D curve type
Curve.eval_time -> eval_time:    float    Parametric position along the length of the curve that Objects 'following' it should be at. Position is evaluated by dividing by the 'Path Length' value
Curve.extrude -> extrude:    float    Amount of curve extrusion when not using a bevel object
Curve.materials -> materials:    collection, (read-only)    
Curve.path_length -> path_length:    int    The number of frames that are needed to traverse the path, defining the maximum value for the 'Evaluation Time' setting
Curve.render_resolution_u -> render_resolution_u:    int    Surface resolution in U direction used while rendering. Zero skips this property
Curve.render_resolution_v -> render_resolution_v:    int    Surface resolution in V direction used while rendering. Zero skips this property
Curve.resolution_u -> resolution_u:    int    Surface resolution in U direction
Curve.resolution_v -> resolution_v:    int    Surface resolution in V direction
Curve.shape_keys -> shape_keys:    pointer, (read-only)    
Curve.splines -> splines:    collection, (read-only)    Collection of splines in this curve data object
Curve.taper_object -> taper_object:    pointer    Curve object name that defines the taper (width)
Curve.texspace_loc -> texspace_loc:    float    Texture space location
Curve.texspace_size -> texspace_size:    float    Texture space size
Curve.twist_mode -> twist_mode:    enum    The type of tilt calculation for 3D Curves
Curve.twist_smooth -> twist_smooth:    float    Smoothing iteration for tangents
Curve.width -> width:    float    Scale the original width (1.0) based on given factor
CurveMap.extend -> extend:    enum, (read-only)    Extrapolate the curve or extend it horizontally
CurveMap.points -> points:    collection, (read-only)    
CurveMapPoint.handle_type -> handle_type:    enum, (read-only)    Curve interpolation at this point: bezier or vector
CurveMapPoint.location -> location:    float, (read-only)    X/Y coordinates of the curve point
CurveMapping.black_level -> black_level:    float    For RGB curves, the color that black is mapped to
CurveMapping.clip_max_x -> clip_max_x:    float    
CurveMapping.clip_max_y -> clip_max_y:    float    
CurveMapping.clip_min_x -> clip_min_x:    float    
CurveMapping.clip_min_y -> clip_min_y:    float    
CurveMapping.curves -> curves:    collection, (read-only)    
CurveMapping.white_level -> white_level:    float    For RGB curves, the color that white is mapped to
CurveModifier.deform_axis -> deform_axis:    enum    The axis that the curve deforms along
CurveModifier.object -> object:    pointer    Curve object to deform with
CurveModifier.vertex_group -> vertex_group:    string    Vertex group name
CurveSplines.active -> active:    pointer    Active curve spline
DampedTrackConstraint.subtarget -> subtarget:    string    
DampedTrackConstraint.target -> target:    pointer    Target Object
DampedTrackConstraint.track -> track:    enum    Axis that points to the target object
DecimateModifier.face_count -> face_count:    int, (read-only)    The current number of faces in the decimated mesh
DecimateModifier.ratio -> ratio:    float    Defines the ratio of triangles to reduce to
DelaySensor.delay -> delay:    int    Delay in number of logic tics before the positive trigger (default 60 per second)
DelaySensor.duration -> duration:    int    If >0, delay in number of logic tics before the negative trigger following the positive trigger
DisplaceModifier.direction -> direction:    enum    
DisplaceModifier.midlevel -> midlevel:    float    Material value that gives no displacement
DisplaceModifier.strength -> strength:    float    
DisplaceModifier.texture -> texture:    pointer    
DisplaceModifier.texture_coordinate_object -> texture_coordinate_object:    pointer    
DisplaceModifier.texture_coordinates -> texture_coordinates:    enum    
DisplaceModifier.uv_layer -> uv_layer:    string    UV layer name
DisplaceModifier.vertex_group -> vertex_group:    string    Vertex group name
DistortedNoiseTexture.distortion -> distortion:    float    
DistortedNoiseTexture.nabla -> nabla:    float    Size of derivative offset used for calculating normal
DistortedNoiseTexture.noise_basis -> noise_basis:    enum    Sets the noise basis used for turbulence
DistortedNoiseTexture.noise_distortion -> noise_distortion:    enum    Sets the noise basis for the distortion
DistortedNoiseTexture.noise_size -> noise_size:    float    Sets scaling for noise input
DomainFluidSettings.compressibility -> compressibility:    float    Allowed compressibility due to gravitational force for standing fluid. (directly affects simulation step size)
DomainFluidSettings.end_time -> end_time:    float    Simulation time of the last blender frame
DomainFluidSettings.generate_particles -> generate_particles:    float    Amount of particles to generate (0=off, 1=normal, >1=more)
DomainFluidSettings.gravity -> gravity:    float    Gravity in X, Y and Z direction
DomainFluidSettings.grid_levels -> grid_levels:    int    Number of coarsened grids to use (-1 for automatic)
DomainFluidSettings.memory_estimate -> memory_estimate:    string, (read-only)    Estimated amount of memory needed for baking the domain
DomainFluidSettings.partial_slip_factor -> partial_slip_factor:    float    Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip
DomainFluidSettings.path -> path:    string    Directory (and/or filename prefix) to store baked fluid simulation files in
DomainFluidSettings.preview_resolution -> preview_resolution:    int    Preview resolution in X,Y and Z direction
DomainFluidSettings.real_world_size -> real_world_size:    float    Size of the simulation domain in metres
DomainFluidSettings.render_display_mode -> render_display_mode:    enum    How to display the mesh for rendering
DomainFluidSettings.resolution -> resolution:    int    Domain resolution in X,Y and Z direction
DomainFluidSettings.slip_type -> slip_type:    enum    
DomainFluidSettings.start_time -> start_time:    float    Simulation time of the first blender frame
DomainFluidSettings.surface_smoothing -> surface_smooth:    float    Amount of surface smoothing. A value of 0 is off, 1 is normal smoothing and more than 1 is extra smoothing
DomainFluidSettings.surface_subdivisions -> surface_subdivisions:    int    Number of isosurface subdivisions. This is necessary for the inclusion of particles into the surface generation. Warning - can lead to longer computation times!
DomainFluidSettings.tracer_particles -> tracer_particles:    int    Number of tracer particles to generate
DomainFluidSettings.viewport_display_mode -> viewport_display_mode:    enum    How to display the mesh in the viewport
DomainFluidSettings.viscosity_base -> viscosity_base:    float    Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)
DomainFluidSettings.viscosity_exponent -> viscosity_exponent:    int    Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6.)
DomainFluidSettings.viscosity_preset -> viscosity_preset:    enum    Set viscosity of the fluid to a preset value, or use manual input
DopeSheet.filtering_group -> filtering_group:    pointer    Group that included Object should be a member of
DopeSheet.source -> source:    pointer, (read-only)    ID-Block representing source data, currently ID_SCE (for Dopesheet), and ID_SC (for Grease Pencil)
Driver.expression -> expression:    string    Expression to use for Scripted Expression
Driver.type -> type:    enum    Driver type
Driver.variables -> variables:    collection, (read-only)    Properties acting as inputs for this driver
DriverTarget.bone_target -> bone_target:    string    Name of PoseBone to use as target
DriverTarget.data_path -> data_path:    string    RNA Path (from ID-block) to property used
DriverTarget.id -> id:    pointer    ID-block that the specific property used can be found from (id_type property must be set first)
DriverTarget.id_type -> id_type:    enum    Type of ID-block that can be used
DriverTarget.transform_type -> transform_type:    enum    Driver variable type
DriverVariable.name -> name:    string    Name to use in scripted expressions/functions. (No spaces or dots are allowed. Also, must not start with a symbol or digit)
DriverVariable.targets -> targets:    collection, (read-only)    Sources of input data for evaluating this variable
DriverVariable.type -> type:    enum    Driver variable type
DupliObject.matrix -> matrix:    float    Object duplicate transformation matrix
DupliObject.object -> object:    pointer, (read-only)    Object being duplicated
DupliObject.object_matrix -> object_matrix:    float    Duplicated object transformation matrix
EdgeSplitModifier.split_angle -> split_angle:    float    Angle above which to split edges
EditBone.bbone_in -> bbone_in:    float    Length of first Bezier Handle (for B-Bones only)
EditBone.bbone_out -> bbone_out:    float    Length of second Bezier Handle (for B-Bones only)
EditBone.bbone_segments -> bbone_segments:    int    Number of subdivisions of bone (for B-Bones only)
EditBone.envelope_distance -> envelope_distance:    float    Bone deformation distance (for Envelope deform only)
EditBone.envelope_weight -> envelope_weight:    float    Bone deformation weight (for Envelope deform only)
EditBone.head -> head:    float    Location of head end of the bone
EditBone.head_radius -> head_radius:    float    Radius of head of bone (for Envelope deform only)
EditBone.matrix -> matrix:    float, (read-only)    Read-only matrix calculated from the roll (armature space)
EditBone.name -> name:    string    
EditBone.parent -> parent:    pointer    Parent edit bone (in same Armature)
EditBone.roll -> roll:    float    Bone rotation around head-tail axis
EditBone.tail -> tail:    float    Location of tail end of the bone
EditBone.tail_radius -> tail_radius:    float    Radius of tail of bone (for Envelope deform only)
EditObjectActuator.angular_velocity -> angular_velocity:    float    Angular velocity upon creation
EditObjectActuator.dynamic_operation -> dynamic_operation:    enum    
EditObjectActuator.linear_velocity -> linear_velocity:    float    Velocity upon creation
EditObjectActuator.mass -> mass:    float    The mass of the object
EditObjectActuator.mesh -> mesh:    pointer    Replace the existing, when left blank 'Phys' will remake the existing physics mesh
EditObjectActuator.mode -> mode:    enum    The mode of the actuator
EditObjectActuator.object -> object:    pointer    Add this Object and all its children (cant be on an visible layer)
EditObjectActuator.time -> time:    int    Duration the new Object lives or the track takes
EditObjectActuator.track_object -> track_object:    pointer    Track to this Object
EffectSequence.color_balance -> color_balance:    pointer, (read-only)    
EffectSequence.crop -> crop:    pointer, (read-only)    
EffectSequence.multiply_colors -> color_multiply:    float    
EffectSequence.proxy -> proxy:    pointer, (read-only)    
EffectSequence.strobe -> strobe:    float    Only display every nth frame
EffectSequence.transform -> transform:    pointer, (read-only)    
EffectorWeights.all -> all:    float    All effector's weight
EffectorWeights.boid -> boid:    float    Boid effector weight
EffectorWeights.charge -> charge:    float    Charge effector weight
EffectorWeights.curveguide -> curveguide:    float    Curve guide effector weight
EffectorWeights.drag -> drag:    float    Drag effector weight
EffectorWeights.force -> force:    float    Force effector weight
EffectorWeights.gravity -> gravity:    float    Global gravity weight
EffectorWeights.group -> group:    pointer    Limit effectors to this Group
EffectorWeights.harmonic -> harmonic:    float    Harmonic effector weight
EffectorWeights.lennardjones -> lennardjones:    float    Lennard-Jones effector weight
EffectorWeights.magnetic -> magnetic:    float    Magnetic effector weight
EffectorWeights.texture -> texture:    float    Texture effector weight
EffectorWeights.turbulence -> turbulence:    float    Turbulence effector weight
EffectorWeights.vortex -> vortex:    float    Vortex effector weight
EffectorWeights.wind -> wind:    float    Wind effector weight
EnumProperty.default -> default:    enum, (read-only)    Default value for this enum
EnumProperty.items -> items:    collection, (read-only)    Possible values for the property
EnumPropertyItem.description -> description:    string, (read-only)    Description of the item's purpose
EnumPropertyItem.identifier -> identifier:    string, (read-only)    Unique name used in the code and scripting
EnumPropertyItem.name -> name:    string, (read-only)    Human readable name
EnumPropertyItem.value -> value:    int, (read-only)    Value of the item
EnvironmentMap.clip_end -> clip_end:    float    Objects further than this are not visible to map
EnvironmentMap.clip_start -> clip_start:    float    Objects nearer than this are not visible to map
EnvironmentMap.depth -> depth:    int    Number of times a map will be rendered recursively (mirror effects.)
EnvironmentMap.mapping -> mapping:    enum    
EnvironmentMap.resolution -> resolution:    int    Pixel resolution of the rendered environment map
EnvironmentMap.source -> source:    enum    
EnvironmentMap.viewpoint_object -> viewpoint_object:    pointer    Object to use as the environment map's viewpoint location
EnvironmentMap.zoom -> zoom:    float    
EnvironmentMapTexture.environment_map -> environment_map:    pointer, (read-only)    Gets the environment map associated with this texture
EnvironmentMapTexture.filter -> filter:    enum    Texture filter to use for sampling image
EnvironmentMapTexture.filter_eccentricity -> filter_eccentricity:    int    Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower
EnvironmentMapTexture.filter_probes -> filter_probes:    int    Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower
EnvironmentMapTexture.filter_size -> filter_size:    float    Multiplies the filter size used by MIP Map and Interpolation
EnvironmentMapTexture.image -> image:    pointer    Source image file to read the environment map from
EnvironmentMapTexture.image_user -> image_user:    pointer, (read-only)    Parameters defining which layer, pass and frame of the image is displayed
Event.ascii -> ascii:    string, (read-only)    Single ASCII character for this event
Event.mouse_prev_x -> mouse_prev_x:    int, (read-only)    The window relative vertical location of the mouse
Event.mouse_prev_y -> mouse_prev_y:    int, (read-only)    The window relative horizontal location of the mouse
Event.mouse_region_x -> mouse_region_x:    int, (read-only)    The region relative vertical location of the mouse
Event.mouse_region_y -> mouse_region_y:    int, (read-only)    The region relative horizontal location of the mouse
Event.mouse_x -> mouse_x:    int, (read-only)    The window relative vertical location of the mouse
Event.mouse_y -> mouse_y:    int, (read-only)    The window relative horizontal location of the mouse
Event.type -> type:    enum, (read-only)    
Event.value -> value:    enum, (read-only)    The type of event, only applies to some
ExplodeModifier.protect -> protect:    float    Clean vertex group edges
ExplodeModifier.vertex_group -> vertex_group:    string    
ExpressionController.expression -> expression:    string    
FCurve.array_index -> array_index:    int    Index to the specific property affected by F-Curve if applicable
FCurve.color -> color:    float    Color of the F-Curve in the Graph Editor
FCurve.color_mode -> color_mode:    enum    Method used to determine color of F-Curve in Graph Editor
FCurve.data_path -> data_path:    string    RNA Path to property affected by F-Curve
FCurve.driver -> driver:    pointer, (read-only)    Channel Driver (only set for Driver F-Curves)
FCurve.extrapolation -> extrapolation:    enum    
FCurve.group -> group:    pointer    Action Group that this F-Curve belongs to
FCurve.keyframe_points -> keyframe_points:    collection, (read-only)    User-editable keyframes
FCurve.modifiers -> modifiers:    collection, (read-only)    Modifiers affecting the shape of the F-Curve
FCurve.sampled_points -> sampled_points:    collection, (read-only)    Sampled animation data
FCurveModifiers.active -> active:    pointer    Active F-Curve Modifier
FCurveSample.co -> co:    float    Point coordinates
FModifier.type -> type:    enum, (read-only)    F-Curve Modifier Type
FModifierCycles.after_cycles -> after_cycles:    float    Maximum number of cycles to allow after last keyframe. (0 = infinite)
FModifierCycles.after_mode -> after_mode:    enum    Cycling mode to use after last keyframe
FModifierCycles.before_cycles -> before_cycles:    float    Maximum number of cycles to allow before first keyframe. (0 = infinite)
FModifierCycles.before_mode -> before_mode:    enum    Cycling mode to use before first keyframe
FModifierEnvelope.control_points -> control_points:    collection, (read-only)    Control points defining the shape of the envelope
FModifierEnvelope.default_maximum -> default_max:    float    Upper distance from Reference Value for 1:1 default influence
FModifierEnvelope.default_minimum -> default_min:    float    Lower distance from Reference Value for 1:1 default influence
FModifierEnvelope.reference_value -> reference_value:    float    Value that envelope's influence is centered around / based on
FModifierEnvelopeControlPoint.frame -> frame:    float    Frame this control-point occurs on
FModifierEnvelopeControlPoint.maximum -> max:    float    Upper bound of envelope at this control-point
FModifierEnvelopeControlPoint.minimum -> min:    float    Lower bound of envelope at this control-point
FModifierFunctionGenerator.amplitude -> amplitude:    float    Scale factor determining the maximum/minimum values
FModifierFunctionGenerator.function_type -> function_type:    enum    Type of built-in function to use
FModifierFunctionGenerator.phase_multiplier -> phase_multiplier:    float    Scale factor determining the 'speed' of the function
FModifierFunctionGenerator.phase_offset -> phase_offset:    float    Constant factor to offset time by for function
FModifierFunctionGenerator.value_offset -> value_offset:    float    Constant factor to offset values by
FModifierGenerator.coefficients -> coefficients:    float    Coefficients for 'x' (starting from lowest power of x^0)
FModifierGenerator.mode -> mode:    enum    Type of generator to use
FModifierGenerator.poly_order -> poly_order:    int    The highest power of 'x' for this polynomial. (number of coefficients - 1)
FModifierLimits.maximum_x -> max_x:    float    Highest X value to allow
FModifierLimits.maximum_y -> max_y:    float    Highest Y value to allow
FModifierLimits.minimum_x -> min_x:    float    Lowest X value to allow
FModifierLimits.minimum_y -> min_y:    float    Lowest Y value to allow
FModifierNoise.depth -> depth:    int    Amount of fine level detail present in the noise
FModifierNoise.modification -> modification:    enum    Method of modifying the existing F-Curve
FModifierNoise.phase -> phase:    float    A random seed for the noise effect
FModifierNoise.size -> size:    float    Scaling (in time) of the noise
FModifierNoise.strength -> strength:    float    Amplitude of the noise - the amount that it modifies the underlying curve
FModifierStepped.frame_end -> frame_end:    float    Frame that modifier's influence ends (if applicable)
FModifierStepped.frame_start -> frame_start:    float    Frame that modifier's influence starts (if applicable)
FModifierStepped.offset -> offset:    float    Reference number of frames before frames get held. Use to get hold for '1-3' vs '5-7' holding patterns
FModifierStepped.step_size -> step_size:    float    Number of frames to hold each value
FcurveActuator.frame_end -> frame_end:    int    
FcurveActuator.frame_property -> frame_property:    string    Assign the action's current frame number to this property
FcurveActuator.frame_start -> frame_start:    int    
FcurveActuator.play_type -> play_type:    enum    Specify the way you want to play the animation
FcurveActuator.property -> property:    string    Use this property to define the F-Curve position
FieldSettings.falloff_power -> falloff_power:    float    Falloff power (real gravitational falloff = 2)
FieldSettings.falloff_type -> falloff_type:    enum    Fall-off shape
FieldSettings.flow -> flow:    float    Convert effector force into air flow velocity
FieldSettings.guide_clump_amount -> guide_clump_amount:    float    Amount of clumping
FieldSettings.guide_clump_shape -> guide_clump_shape:    float    Shape of clumping
FieldSettings.guide_free -> guide_free:    float    Guide-free time from particle life's end
FieldSettings.guide_kink_amplitude -> guide_kink_amplitude:    float    The amplitude of the offset
FieldSettings.guide_kink_axis -> guide_kink_axis:    enum    Which axis to use for offset
FieldSettings.guide_kink_frequency -> guide_kink_frequency:    float    The frequency of the offset (1/total length)
FieldSettings.guide_kink_shape -> guide_kink_shape:    float    Adjust the offset to the beginning/end
FieldSettings.guide_kink_type -> guide_kink_type:    enum    Type of periodic offset on the curve
FieldSettings.guide_minimum -> guide_minimum:    float    The distance from which particles are affected fully
FieldSettings.harmonic_damping -> harmonic_damping:    float    Damping of the harmonic force
FieldSettings.inflow -> inflow:    float    Inwards component of the vortex force
FieldSettings.linear_drag -> linear_drag:    float    Drag component proportional to velocity
FieldSettings.maximum_distance -> distance_max:    float    Maximum distance for the field to work
FieldSettings.minimum_distance -> distance_min:    float    Minimum distance for the field's fall-off
FieldSettings.noise -> noise:    float    Noise of the force
FieldSettings.quadratic_drag -> quadratic_drag:    float    Drag component proportional to the square of velocity
FieldSettings.radial_falloff -> radial_falloff:    float    Radial falloff power (real gravitational falloff = 2)
FieldSettings.radial_maximum -> radial_max:    float    Maximum radial distance for the field to work
FieldSettings.radial_minimum -> radial_min:    float    Minimum radial distance for the field's fall-off
FieldSettings.rest_length -> rest_length:    float    Rest length of the harmonic force
FieldSettings.seed -> seed:    int    Seed of the noise
FieldSettings.shape -> shape:    enum    Which direction is used to calculate the effector force
FieldSettings.size -> size:    float    Size of the noise
FieldSettings.strength -> strength:    float    Strength of force field
FieldSettings.texture -> texture:    pointer    Texture to use as force
FieldSettings.texture_mode -> texture_mode:    enum    How the texture effect is calculated (RGB & Curl need a RGB texture else Gradient will be used instead)
FieldSettings.texture_nabla -> texture_nabla:    float    Defines size of derivative offset used for calculating gradient and curl
FieldSettings.type -> type:    enum    Type of field
FieldSettings.z_direction -> z_direction:    enum    Effect in full or only positive/negative Z direction
FileSelectParams.directory -> directory:    string    Directory displayed in the file browser
FileSelectParams.display -> display:    enum    Display mode for the file list
FileSelectParams.file -> file:    string    Active file in the file browser
FileSelectParams.sort -> sort:    enum    
FileSelectParams.title -> title:    string, (read-only)    Title for the file browser
Filter2DActuator.filter_pass -> filter_pass:    int    Set filter order
Filter2DActuator.glsl_shader -> glsl_shader:    pointer    
Filter2DActuator.mode -> mode:    enum    
Filter2DActuator.motion_blur_value -> motion_blur_value:    float    Set motion blur value
FloatProperty.array_length -> array_length:    int, (read-only)    Maximum length of the array, 0 means unlimited
FloatProperty.default -> default:    float, (read-only)    Default value for this number
FloatProperty.default_array -> default_array:    float, (read-only)    Default value for this array
FloatProperty.hard_max -> hard_max:    float, (read-only)    Maximum value used by buttons
FloatProperty.hard_min -> hard_min:    float, (read-only)    Minimum value used by buttons
FloatProperty.precision -> precision:    int, (read-only)    Number of digits after the dot used by buttons
FloatProperty.soft_max -> soft_max:    float, (read-only)    Maximum value used by buttons
FloatProperty.soft_min -> soft_min:    float, (read-only)    Minimum value used by buttons
FloatProperty.step -> step:    float, (read-only)    Step size used by number buttons, for floats 1/100th of the step size
FloorConstraint.floor_location -> floor_location:    enum    Location of target that object will not pass through
FloorConstraint.offset -> offset:    float    Offset of floor from object origin
FloorConstraint.subtarget -> subtarget:    string    
FloorConstraint.target -> target:    pointer    Target Object
FluidFluidSettings.initial_velocity -> initial_velocity:    float    Initial velocity of fluid
FluidFluidSettings.volume_initialization -> volume_initialization:    enum    Volume initialization type
FluidSettings.type -> type:    enum    Type of participation in the fluid simulation
FluidSimulationModifier.settings -> settings:    pointer, (read-only)    Settings for how this object is used in the fluid simulation
FollowPathConstraint.forward -> forward:    enum    Axis that points forward along the path
FollowPathConstraint.offset -> offset:    int    Offset from the position corresponding to the time frame
FollowPathConstraint.offset_factor -> offset_factor:    float    Percentage value defining target position along length of bone
FollowPathConstraint.target -> target:    pointer    Target Object
FollowPathConstraint.up -> up:    enum    Axis that points upward
Function.description -> description:    string, (read-only)    Description of the Function's purpose
Function.identifier -> identifier:    string, (read-only)    Unique name used in the code and scripting
Function.parameters -> parameters:    collection, (read-only)    Parameters for the function
GPencilFrame.frame_number -> frame_number:    int    The frame on which this sketch appears
GPencilFrame.strokes -> strokes:    collection, (read-only)    Freehand curves defining the sketch on this frame
GPencilLayer.active_frame -> active_frame:    pointer, (read-only)    Frame currently being displayed for this layer
GPencilLayer.color -> color:    float    Color for all strokes in this layer
GPencilLayer.frames -> frames:    collection, (read-only)    Sketches for this layer on different frames
GPencilLayer.info -> info:    string    Layer name
GPencilLayer.line_thickness -> line_width:    int    Thickness of strokes (in pixels)
GPencilLayer.max_ghost_range -> ghost_range_max:    int    Maximum number of frames on either side of the active frame to show (0 = show the 'first' available sketch on either side)
GPencilLayer.opacity -> opacity:    float    Layer Opacity
GPencilStroke.points -> points:    collection, (read-only)    Stroke data points
GPencilStrokePoint.co -> co:    float    
GPencilStrokePoint.pressure -> pressure:    float    Pressure of tablet at point when drawing it
GameActuator.filename -> filename:    string    Load this blend file, use the "//" prefix for a path relative to the current blend file
GameActuator.mode -> mode:    enum    
GameFloatProperty.value -> value:    float    Property value
GameIntProperty.value -> value:    int    Property value
GameObjectSettings.actuators -> actuators:    collection, (read-only)    Game engine actuators to act on events
GameObjectSettings.collision_bounds -> collision_bounds:    enum    Selects the collision type
GameObjectSettings.collision_margin -> collision_margin:    float    Extra margin around object for collision detection, small amount required for stability
GameObjectSettings.controllers -> controllers:    collection, (read-only)    Game engine controllers to process events, connecting sensor to actuators
GameObjectSettings.damping -> damping:    float    General movement damping
GameObjectSettings.form_factor -> form_factor:    float    Form factor scales the inertia tensor
GameObjectSettings.friction_coefficients -> friction_coefficients:    float    Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled
GameObjectSettings.mass -> mass:    float    Mass of the object
GameObjectSettings.maximum_velocity -> velocity_max:    float    Clamp velocity to this maximum speed
GameObjectSettings.minimum_velocity -> velocity_min:    float    Clamp velocity to this minimum speed (except when totally still)
GameObjectSettings.physics_type -> physics_type:    enum    Selects the type of physical representation
GameObjectSettings.properties -> properties:    collection, (read-only)    Game engine properties
GameObjectSettings.radius -> radius:    float    Radius of bounding sphere and material physics
GameObjectSettings.rotation_damping -> rotation_damping:    float    General rotation damping
GameObjectSettings.sensors -> sensors:    collection, (read-only)    Game engine sensor to detect events
GameObjectSettings.soft_body -> soft_body:    pointer, (read-only)    Settings for Bullet soft body simulation
GameProperty.name -> name:    string    Available as GameObject attributes in the game engine's python API
GameProperty.type -> type:    enum    
GameSoftBodySettings.cluster_iterations -> cluster_iterations:    int    Specify the number of cluster iterations
GameSoftBodySettings.dynamic_friction -> dynamic_friction:    float    Dynamic Friction
GameSoftBodySettings.linstiff -> linear_stiffness:    float    Linear stiffness of the soft body links
GameSoftBodySettings.margin -> margin:    float    Collision margin for soft body. Small value makes the algorithm unstable
GameSoftBodySettings.position_iterations -> position_iterations:    int    Position solver iterations
GameSoftBodySettings.threshold -> threshold:    float    Shape matching threshold
GameSoftBodySettings.welding -> weld_threshold:    float    Welding threshold: distance between nearby vertices to be considered equal => set to 0.0 to disable welding test and speed up scene loading (ok if the mesh has no duplicates)
GameStringProperty.value -> value:    string    Property value
GameTimerProperty.value -> value:    float    Property value
GlowSequence.blur_distance -> blur_distance:    float    Radius of glow effect
GlowSequence.boost_factor -> boost_factor:    float    Brightness multiplier
GlowSequence.clamp -> clamp:    float    rightness limit of intensity
GlowSequence.quality -> quality:    int    Accuracy of the blur effect
GlowSequence.threshold -> threshold:    float    Minimum intensity to trigger a glow
GreasePencil.draw_mode -> draw_mode:    enum    
GreasePencil.layers -> layers:    collection, (read-only)    
Group.dupli_offset -> dupli_offset:    float    Offset from the origin to use when instancing as DupliGroup
Group.objects -> objects:    collection, (read-only)    A collection of this groups objects
Header.bl_idname -> bl_idname:    string    
Header.bl_space_type -> bl_space_type:    enum    
Header.layout -> layout:    pointer, (read-only)    
Histogram.mode -> mode:    enum    Channels to display when drawing the histogram
HookModifier.falloff -> falloff:    float    If not zero, the distance from the hook where influence ends
HookModifier.force -> force:    float    Relative force of the hook
HookModifier.object -> object:    pointer    Parent Object for hook, also recalculates and clears offset
HookModifier.subtarget -> subtarget:    string    Name of Parent Bone for hook (if applicable), also recalculates and clears offset
HookModifier.vertex_group -> vertex_group:    string    Vertex group name
ID.library -> library:    pointer, (read-only)    Library file the datablock is linked from
ID.name -> name:    string    Unique datablock ID name
ID.users -> users:    int, (read-only)    Number of times this datablock is referenced
IDProperty.collection -> collection:    collection, (read-only)    
IDProperty.double -> double:    float    
IDProperty.double_array -> double_array:    float    
IDProperty.float -> float:    float    
IDProperty.float_array -> float_array:    float    
IDProperty.group -> group:    pointer, (read-only)    
IDProperty.int -> int:    int    
IDProperty.int_array -> int_array:    int    
IDProperty.string -> string:    string    
IDPropertyGroup.name -> name:    string    Unique name used in the code and scripting
IKParam.ik_solver -> ik_solver:    enum, (read-only)    IK solver for which these parameters are defined, 0 for Legacy, 1 for iTaSC
Image.animation_end -> animation_end:    int    End frame of an animated texture
Image.animation_speed -> animation_speed:    int    Speed of the animation in frames per second
Image.animation_start -> animation_start:    int    Start frame of an animated texture
Image.bindcode -> bindcode:    int, (read-only)    OpenGL bindcode
Image.depth -> depth:    int, (read-only)    Image bit depth
Image.display_aspect -> display_aspect:    float    Display Aspect for this image, does not affect rendering
Image.field_order -> field_order:    enum    Order of video fields. Select which lines are displayed first
Image.file_format -> file_format:    enum    Format used for re-saving this file
Image.filepath -> filepath:    string    Image/Movie file name
Image.filepath_raw -> filepath_raw:    string    Image/Movie file name (without data refreshing)
Image.generated_height -> generated_height:    int    Generated image height
Image.generated_type -> generated_type:    enum    Generated image type
Image.generated_width -> generated_width:    int    Generated image width
Image.mapping -> mapping:    enum    Mapping type to use for this image in the game engine
Image.packed_file -> packed_file:    pointer, (read-only)    
Image.size -> size:    int, (read-only)    Width and height in pixels, zero when image data cant be loaded
Image.source -> source:    enum    Where the image comes from
Image.tiles_x -> tiles_x:    int    Degree of repetition in the X direction
Image.tiles_y -> tiles_y:    int    Degree of repetition in the Y direction
Image.type -> type:    enum, (read-only)    How to generate the image
ImagePaint.normal_angle -> normal_angle:    int    Paint most on faces pointing towards the view according to this angle
ImagePaint.screen_grab_size -> screen_grab_size:    int    Size to capture the image for re-projecting
ImagePaint.seam_bleed -> seam_bleed:    int    Extend paint beyond the faces UVs to reduce seams (in pixels, slower)
ImageSequence.animation_end_offset -> animation_end_offset:    int    Animation end offset (trim end)
ImageSequence.animation_start_offset -> animation_start_offset:    int    Animation start offset (trim start)
ImageSequence.color_balance -> color_balance:    pointer, (read-only)    
ImageSequence.crop -> crop:    pointer, (read-only)    
ImageSequence.directory -> directory:    string    
ImageSequence.elements -> elements:    collection, (read-only)    
ImageSequence.multiply_colors -> multiply_colors:    float    
ImageSequence.proxy -> proxy:    pointer, (read-only)    
ImageSequence.strobe -> strobe:    float    Only display every nth frame
ImageSequence.transform -> transform:    pointer, (read-only)    
ImageTexture.checker_distance -> checker_distance:    float    Sets distance between checker tiles
ImageTexture.crop_max_x -> crop_max_x:    float    Sets maximum X value to crop the image
ImageTexture.crop_max_y -> crop_max_y:    float    Sets maximum Y value to crop the image
ImageTexture.crop_min_x -> crop_min_x:    float    Sets minimum X value to crop the image
ImageTexture.crop_min_y -> crop_min_y:    float    Sets minimum Y value to crop the image
ImageTexture.extension -> extension:    enum    Sets how the image is extrapolated past its original bounds
ImageTexture.filter -> filter:    enum    Texture filter to use for sampling image
ImageTexture.filter_eccentricity -> filter_eccentricity:    int    Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower
ImageTexture.filter_probes -> filter_probes:    int    Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower
ImageTexture.filter_size -> filter_size:    float    Multiplies the filter size used by MIP Map and Interpolation
ImageTexture.image -> image:    pointer    
ImageTexture.image_user -> image_user:    pointer, (read-only)    Parameters defining which layer, pass and frame of the image is displayed
ImageTexture.normal_space -> normal_space:    enum    Sets space of normal map image
ImageTexture.repeat_x -> repeat_x:    int    Sets a repetition multiplier in the X direction
ImageTexture.repeat_y -> repeat_y:    int    Sets a repetition multiplier in the Y direction
ImageUser.fields_per_frame -> fields_per_frame:    int    The number of fields per rendered frame (2 fields is 1 image)
ImageUser.frame_start -> frame_start:    int    Sets the global starting frame of the movie
ImageUser.frames -> frames:    int    Sets the number of images of a movie to use
ImageUser.multilayer_layer -> multilayer_layer:    int, (read-only)    Layer in multilayer image
ImageUser.multilayer_pass -> multilayer_pass:    int, (read-only)    Pass in multilayer image
ImageUser.offset -> offset:    int    Offsets the number of the frame to use in the animation
InflowFluidSettings.inflow_velocity -> inflow_velocity:    float    Initial velocity of fluid
InflowFluidSettings.volume_initialization -> volume_initialization:    enum    Volume initialization type
IntProperty.array_length -> array_length:    int, (read-only)    Maximum length of the array, 0 means unlimited
IntProperty.default -> default:    int, (read-only)    Default value for this number
IntProperty.default_array -> default_array:    int, (read-only)    Default value for this array
IntProperty.hard_max -> hard_max:    int, (read-only)    Maximum value used by buttons
IntProperty.hard_min -> hard_min:    int, (read-only)    Minimum value used by buttons
IntProperty.soft_max -> soft_max:    int, (read-only)    Maximum value used by buttons
IntProperty.soft_min -> soft_min:    int, (read-only)    Minimum value used by buttons
IntProperty.step -> step:    int, (read-only)    Step size used by number buttons, for floats 1/100th of the step size
Itasc.dampeps -> dampeps:    float    Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1
Itasc.dampmax -> dampmax:    float    Maximum damping coefficient when singular value is nearly 0. Higher values=more stability, less reactivity. Default=0.5
Itasc.feedback -> feedback:    float    Feedback coefficient for error correction. Average response time=1/feedback. Default=20
Itasc.max_step -> step_max:    float    Higher bound for timestep in second in case of automatic substeps
Itasc.max_velocity -> velocity_max:    float    Maximum joint velocity in rad/s. Default=50
Itasc.min_step -> step_min:    float    Lower bound for timestep in second in case of automatic substeps
Itasc.mode -> mode:    enum    
Itasc.num_iter -> num_iter:    int    Maximum number of iterations for convergence in case of reiteration
Itasc.num_step -> num_step:    int    Divides the frame interval into this many steps
Itasc.precision -> precision:    float    Precision of convergence in case of reiteration
Itasc.reiteration -> reiteration:    enum    Defines if the solver is allowed to reiterate (converges until precision is met) on none, first or all frames
Itasc.solver -> solver:    enum    Solving method selection: Automatic damping or manual damping
JoystickSensor.axis_direction -> axis_direction:    enum    The direction of the axis
JoystickSensor.axis_number -> axis_number:    int    Specify which axis pair to use, 1 is usually the main direction input
JoystickSensor.axis_threshold -> axis_threshold:    int    Specify the precision of the axis
JoystickSensor.button_number -> button_number:    int    Specify which button to use
JoystickSensor.event_type -> event_type:    enum    The type of event this joystick sensor is triggered on
JoystickSensor.hat_direction -> hat_direction:    enum    Specify hat direction
JoystickSensor.hat_number -> hat_number:    int    Specify which hat to use
JoystickSensor.joystick_index -> joystick_index:    int    Specify which joystick to use
JoystickSensor.single_axis_number -> single_axis_number:    int    Specify a single axis (verticle/horizontal/other) to detect
Key.animation_data -> animation_data:    pointer, (read-only)    Animation data for this datablock
Key.keys -> keys:    collection, (read-only)    Shape keys
Key.reference_key -> reference_key:    pointer, (read-only)    
Key.slurph -> slurph:    int    Creates a delay in amount of frames in applying keypositions, first vertex goes first
Key.user -> user:    pointer, (read-only)    Datablock using these shape keys
KeyConfig.keymaps -> keymaps:    collection, (read-only)    Key maps configured as part of this configuration
KeyConfig.name -> name:    string    Name of the key configuration
KeyMap.items -> items:    collection, (read-only)    Items in the keymap, linking an operator to an input event
KeyMap.name -> name:    string, (read-only)    Name of the key map
KeyMap.region_type -> region_type:    enum, (read-only)    Optional region type keymap is associated with
KeyMap.space_type -> space_type:    enum, (read-only)    Optional space type keymap is associated with
KeyMapItem.id -> id:    int, (read-only)    ID of the item
KeyMapItem.idname -> idname:    string    Identifier of operator to call on input event
KeyMapItem.key_modifier -> key_modifier:    enum    Regular key pressed as a modifier
KeyMapItem.map_type -> map_type:    enum    Type of event mapping
KeyMapItem.name -> name:    string, (read-only)    Name of operator to call on input event
KeyMapItem.properties -> properties:    pointer, (read-only)    Properties to set when the operator is called
KeyMapItem.propvalue -> propvalue:    enum    The value this event translates to in a modal keymap
KeyMapItem.type -> type:    enum    Type of event
KeyMapItem.value -> value:    enum    
KeyboardSensor.key -> key:    enum    
KeyboardSensor.log -> log:    string    Property that receive the keystrokes in case a string is logged
KeyboardSensor.modifier_key -> modifier_key:    enum    Modifier key code
KeyboardSensor.second_modifier_key -> second_modifier_key:    enum    Modifier key code
KeyboardSensor.target -> target:    string    Property that indicates whether to log keystrokes as a string
Keyframe.co -> co:    float    Coordinates of the control point
Keyframe.handle1 -> handle_left:    float    Coordinates of the first handle
Keyframe.handle1_type -> handle_left_type:    enum    Handle types
Keyframe.handle2 -> handle_right:    float    Coordinates of the second handle
Keyframe.handle2_type -> handle_right_type:    enum    Handle types
Keyframe.interpolation -> interpolation:    enum    Interpolation method to use for segment of the curve from this Keyframe until the next Keyframe
Keyframe.type -> type:    enum    The type of keyframe
KeyingSet.active_path -> active_path:    pointer    Active Keying Set used to insert/delete keyframes
KeyingSet.active_path_index -> active_path_index:    int    Current Keying Set index
KeyingSet.name -> name:    string    
KeyingSet.paths -> paths:    collection, (read-only)    Keying Set Paths to define settings that get keyframed together
KeyingSet.type_info -> type_info:    pointer, (read-only)    Callback function defines for built-in Keying Sets
KeyingSetInfo.bl_idname -> bl_idname:    string    
KeyingSetInfo.bl_label -> bl_label:    string    
KeyingSetPath.array_index -> array_index:    int    Index to the specific setting if applicable
KeyingSetPath.data_path -> data_path:    string    Path to property setting
KeyingSetPath.group -> group:    string    Name of Action Group to assign setting(s) for this path to
KeyingSetPath.grouping -> group_method:    enum    Method used to define which Group-name to use
KeyingSetPath.id -> id:    pointer    ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)
KeyingSetPath.id_type -> id_type:    enum    Type of ID-block that can be used
KinematicConstraint.axis_reference -> axis_reference:    enum    Constraint axis Lock options relative to Bone or Target reference
KinematicConstraint.chain_length -> chain_length:    int    How many bones are included in the IK effect - 0 uses all bones
KinematicConstraint.distance -> distance:    float    Radius of limiting sphere
KinematicConstraint.ik_type -> ik_type:    enum    
KinematicConstraint.iterations -> iterations:    int    Maximum number of solving iterations
KinematicConstraint.limit_mode -> limit_mode:    enum    Distances in relation to sphere of influence to allow
KinematicConstraint.orient_weight -> orient_weight:    float    For Tree-IK: Weight of orientation control for this target
KinematicConstraint.pole_angle -> pole_angle:    float    Pole rotation offset
KinematicConstraint.pole_subtarget -> pole_subtarget:    string    
KinematicConstraint.pole_target -> pole_target:    pointer    Object for pole rotation
KinematicConstraint.subtarget -> subtarget:    string    
KinematicConstraint.target -> target:    pointer    Target Object
KinematicConstraint.weight -> weight:    float    For Tree-IK: Weight of position control for this target
Lamp.active_texture -> active_texture:    pointer    Active texture slot being displayed
Lamp.active_texture_index -> active_texture_index:    int    Index of active texture slot
Lamp.animation_data -> animation_data:    pointer, (read-only)    Animation data for this datablock
Lamp.color -> color:    float    Light color
Lamp.distance -> distance:    float    Falloff distance - the light is at half the original intensity at this point
Lamp.energy -> energy:    float    Amount of light that the lamp emits
Lamp.texture_slots -> texture_slots:    collection, (read-only)    Texture slots defining the mapping and influence of textures
Lamp.type -> type:    enum    Type of Lamp
LampSkySettings.atmosphere_distance_factor -> atmosphere_distance_factor:    float    Multiplier to convert blender units to physical distance
LampSkySettings.atmosphere_extinction -> atmosphere_extinction:    float    Extinction scattering contribution factor
LampSkySettings.atmosphere_inscattering -> atmosphere_inscattering:    float    Scatter contribution factor
LampSkySettings.atmosphere_turbidity -> atmosphere_turbidity:    float    Sky turbidity
LampSkySettings.backscattered_light -> backscattered_light:    float    Backscattered light
LampSkySettings.horizon_brightness -> horizon_intensity:    float    Horizon brightness
LampSkySettings.sky_blend -> sky_blend:    float    Blend factor with sky
LampSkySettings.sky_blend_type -> sky_blend_type:    enum    Blend mode for combining sun sky with world sky
LampSkySettings.sky_color_space -> sky_color_space:    enum    Color space to use for internal XYZ->RGB color conversion
LampSkySettings.sky_exposure -> sky_exposure:    float    Strength of sky shading exponential exposure correction
LampSkySettings.spread -> spread:    float    Horizon Spread
LampSkySettings.sun_brightness -> sun_intensity:    float    Sun brightness
LampSkySettings.sun_intensity -> sun_intensity:    float    Sun intensity
LampSkySettings.sun_size -> sun_size:    float    Sun size
LampTextureSlot.color_factor -> color_factor:    float    Amount texture affects color values
LampTextureSlot.object -> object:    pointer    Object to use for mapping with Object texture coordinates
LampTextureSlot.shadow_factor -> shadow_factor:    float    Amount texture affects shadow
LampTextureSlot.texture_coordinates -> texture_coordinates:    enum    
Lattice.interpolation_type_u -> interpolation_type_u:    enum    
Lattice.interpolation_type_v -> interpolation_type_v:    enum    
Lattice.interpolation_type_w -> interpolation_type_w:    enum    
Lattice.points -> points:    collection, (read-only)    Points of the lattice
Lattice.points_u -> points_u:    int    Points in U direction
Lattice.points_v -> points_v:    int    Points in V direction
Lattice.points_w -> points_w:    int    Points in W direction
Lattice.shape_keys -> shape_keys:    pointer, (read-only)    
Lattice.vertex_group -> vertex_group:    string    Vertex group to apply the influence of the lattice
LatticeModifier.object -> object:    pointer    Lattice object to deform with
LatticeModifier.vertex_group -> vertex_group:    string    Vertex group name
LatticePoint.co -> co:    float, (read-only)    
LatticePoint.deformed_co -> deformed_co:    float    
LatticePoint.groups -> groups:    collection, (read-only)    Weights for the vertex groups this point is member of
Library.filepath -> filepath:    string    Path to the library .blend file
Library.parent -> parent:    pointer, (read-only)    
LimitDistanceConstraint.distance -> distance:    float    Radius of limiting sphere
LimitDistanceConstraint.limit_mode -> limit_mode:    enum    Distances in relation to sphere of influence to allow
LimitDistanceConstraint.subtarget -> subtarget:    string    
LimitDistanceConstraint.target -> target:    pointer    Target Object
LimitLocationConstraint.maximum_x -> max_x:    float    Highest X value to allow
LimitLocationConstraint.maximum_y -> max_y:    float    Highest Y value to allow
LimitLocationConstraint.maximum_z -> max_z:    float    Highest Z value to allow
LimitLocationConstraint.minimum_x -> min_x:    float    Lowest X value to allow
LimitLocationConstraint.minimum_y -> min_y:    float    Lowest Y value to allow
LimitLocationConstraint.minimum_z -> min_z:    float    Lowest Z value to allow
LimitRotationConstraint.maximum_x -> max_x:    float    Highest X value to allow
LimitRotationConstraint.maximum_y -> max_y:    float    Highest Y value to allow
LimitRotationConstraint.maximum_z -> max_z:    float    Highest Z value to allow
LimitRotationConstraint.minimum_x -> min_x:    float    Lowest X value to allow
LimitRotationConstraint.minimum_y -> min_y:    float    Lowest Y value to allow
LimitRotationConstraint.minimum_z -> min_z:    float    Lowest Z value to allow
LimitScaleConstraint.maximum_x -> max_x:    float    Highest X value to allow
LimitScaleConstraint.maximum_y -> max_y:    float    Highest Y value to allow
LimitScaleConstraint.maximum_z -> max_z:    float    Highest Z value to allow
LimitScaleConstraint.minimum_x -> min_x:    float    Lowest X value to allow
LimitScaleConstraint.minimum_y -> min_y:    float    Lowest Y value to allow
LimitScaleConstraint.minimum_z -> min_z:    float    Lowest Z value to allow
LockedTrackConstraint.locked -> locked:    enum    Axis that points upward
LockedTrackConstraint.subtarget -> subtarget:    string    
LockedTrackConstraint.target -> target:    pointer    Target Object
LockedTrackConstraint.track -> track:    enum    Axis that points to the target object
Macro.bl_description -> bl_description:    string    
Macro.bl_idname -> bl_idname:    string    
Macro.bl_label -> bl_label:    string    
Macro.bl_options -> bl_options:    enum    Options for this operator type
Macro.name -> name:    string, (read-only)    
Macro.properties -> properties:    pointer, (read-only)    
MagicTexture.noise_depth -> noise_depth:    int    Sets the depth of the cloud calculation
MagicTexture.turbulence -> turbulence:    float    Sets the turbulence of the bandnoise and ringnoise types
Main.actions -> actions:    collection, (read-only)    Action datablocks.
Main.armatures -> armatures:    collection, (read-only)    Armature datablocks.
Main.brushes -> brushes:    collection, (read-only)    Brush datablocks.
Main.cameras -> cameras:    collection, (read-only)    Camera datablocks.
Main.curves -> curves:    collection, (read-only)    Curve datablocks.
Main.filepath -> filepath:    string, (read-only)    Path to the .blend file
Main.fonts -> fonts:    collection, (read-only)    Vector font datablocks.
Main.gpencil -> gpencil:    collection, (read-only)    Grease Pencil datablocks.
Main.groups -> groups:    collection, (read-only)    Group datablocks.
Main.images -> images:    collection, (read-only)    Image datablocks.
Main.lamps -> lamps:    collection, (read-only)    Lamp datablocks.
Main.lattices -> lattices:    collection, (read-only)    Lattice datablocks.
Main.libraries -> libraries:    collection, (read-only)    Library datablocks.
Main.materials -> materials:    collection, (read-only)    Material datablocks.
Main.meshes -> meshes:    collection, (read-only)    Mesh datablocks.
Main.metaballs -> metaballs:    collection, (read-only)    Metaball datablocks.
Main.node_groups -> node_groups:    collection, (read-only)    Node group datablocks.
Main.objects -> objects:    collection, (read-only)    Object datablocks.
Main.particles -> particles:    collection, (read-only)    Particle datablocks.
Main.scenes -> scenes:    collection, (read-only)    Scene datablocks.
Main.screens -> screens:    collection, (read-only)    Screen datablocks.
Main.scripts -> scripts:    collection, (read-only)    Script datablocks (DEPRECATED).
Main.sounds -> sounds:    collection, (read-only)    Sound datablocks.
Main.texts -> texts:    collection, (read-only)    Text datablocks.
Main.textures -> textures:    collection, (read-only)    Texture datablocks.
Main.window_managers -> window_managers:    collection, (read-only)    Window manager datablocks.
Main.worlds -> worlds:    collection, (read-only)    World datablocks.
MaintainVolumeConstraint.axis -> axis:    enum    The free scaling axis of the object
MaintainVolumeConstraint.volume -> volume:    float    Volume of the bone at rest
MarbleTexture.nabla -> nabla:    float    Size of derivative offset used for calculating normal
MarbleTexture.noise_basis -> noise_basis:    enum    Sets the noise basis used for turbulence
MarbleTexture.noise_depth -> noise_depth:    int    Sets the depth of the cloud calculation
MarbleTexture.noise_size -> noise_size:    float    Sets scaling for noise input
MarbleTexture.noise_type -> noise_type:    enum    
MarbleTexture.noisebasis2 -> noisebasis2:    enum    
MarbleTexture.stype -> stype:    enum    
MarbleTexture.turbulence -> turbulence:    float    Sets the turbulence of the bandnoise and ringnoise types
MaskModifier.armature -> armature:    pointer    Armature to use as source of bones to mask
MaskModifier.mode -> mode:    enum    
MaskModifier.vertex_group -> vertex_group:    string    Vertex group name
Material.active_node_material -> active_node_material:    pointer    Active node material
Material.active_texture -> active_texture:    pointer    Active texture slot being displayed
Material.active_texture_index -> active_texture_index:    int    Index of active texture slot
Material.alpha -> alpha:    float    Alpha transparency of the material
Material.ambient -> ambient:    float    Amount of global ambient color the material receives
Material.animation_data -> animation_data:    pointer, (read-only)    Animation data for this datablock
Material.darkness -> darkness:    float    Minnaert darkness
Material.diffuse_color -> diffuse_color:    float    
Material.diffuse_fresnel -> diffuse_fresnel:    float    Power of Fresnel
Material.diffuse_fresnel_factor -> diffuse_fresnel_factor:    float    Blending factor of Fresnel
Material.diffuse_intensity -> diffuse_intensity:    float    Amount of diffuse reflection
Material.diffuse_ramp -> diffuse_ramp:    pointer, (read-only)    Color ramp used to affect diffuse shading
Material.diffuse_ramp_blend -> diffuse_ramp_blend:    enum    
Material.diffuse_ramp_factor -> diffuse_ramp_factor:    float    Blending factor (also uses alpha in Colorband)
Material.diffuse_ramp_input -> diffuse_ramp_input:    enum    
Material.diffuse_shader -> diffuse_shader:    enum    
Material.diffuse_toon_size -> diffuse_toon_size:    float    Size of diffuse toon area
Material.diffuse_toon_smooth -> diffuse_toon_smooth:    float    Smoothness of diffuse toon area
Material.emit -> emit:    float    Amount of light to emit
Material.halo -> halo:    pointer, (read-only)    Halo settings for the material
Material.light_group -> light_group:    pointer    Limit lighting to lamps in this Group
Material.mirror_color -> mirror_color:    float    Mirror color of the material
Material.node_tree -> node_tree:    pointer, (read-only)    Node tree for node based materials
Material.physics -> physics:    pointer, (read-only)    Game physics settings
Material.preview_render_type -> preview_render_type:    enum    Type of preview render
Material.raytrace_mirror -> raytrace_mirror:    pointer, (read-only)    Raytraced reflection settings for the material
Material.raytrace_transparency -> raytrace_transparency:    pointer, (read-only)    Raytraced transparency settings for the material
Material.roughness -> rough:    float    Oren-Nayar Roughness
Material.shadow_buffer_bias -> shadow_buffer_bias:    float    Factor to multiply shadow buffer bias with (0 is ignore.)
Material.shadow_casting_alpha -> shadow_cast_alpha:    float    Shadow casting alpha, in use for Irregular and Deep shadow buffer
Material.shadow_ray_bias -> shadow_ray_bias:    float    Shadow raytracing bias to prevent terminator problems on shadow boundary
Material.specular_alpha -> specular_alpha:    float    Alpha transparency for specular areas
Material.specular_color -> specular_color:    float    Specular color of the material
Material.specular_hardness -> specular_hard:    int    
Material.specular_intensity -> specular_intensity:    float    
Material.specular_ior -> specular_ior:    float    
Material.specular_ramp -> specular_ramp:    pointer, (read-only)    Color ramp used to affect specular shading
Material.specular_ramp_blend -> specular_ramp_blend:    enum    
Material.specular_ramp_factor -> specular_ramp_factor:    float    Blending factor (also uses alpha in Colorband)
Material.specular_ramp_input -> specular_ramp_input:    enum    
Material.specular_shader -> specular_shader:    enum    
Material.specular_slope -> specular_slope:    float    The standard deviation of surface slope
Material.specular_toon_size -> specular_toon_size:    float    Size of specular toon area
Material.specular_toon_smooth -> specular_toon_smooth:    float    Smoothness of specular toon area
Material.strand -> strand:    pointer, (read-only)    Strand settings for the material
Material.subsurface_scattering -> subsurface_scattering:    pointer, (read-only)    Subsurface scattering settings for the material
Material.texture_slots -> texture_slots:    collection, (read-only)    Texture slots defining the mapping and influence of textures
Material.translucency -> translucency:    float    Amount of diffuse shading on the back side
Material.transparency_method -> transparency_method:    enum    Method to use for rendering transparency
Material.type -> type:    enum    Material type defining how the object is rendered
Material.volume -> volume:    pointer, (read-only)    Volume settings for the material
Material.z_offset -> z_offset:    float    Gives faces an artificial offset in the Z buffer for Z transparency
MaterialHalo.add -> add:    float    Sets the strength of the add effect
MaterialHalo.flare_boost -> flare_boost:    float    Gives the flare extra strength
MaterialHalo.flare_seed -> flare_seed:    int    Specifies an offset in the flare seed table
MaterialHalo.flare_size -> flare_size:    float    Sets the factor by which the flare is larger than the halo
MaterialHalo.flare_subsize -> flare_subsize:    float    Sets the dimension of the subflares, dots and circles
MaterialHalo.flares_sub -> flares_sub:    int    Sets the number of subflares
MaterialHalo.hardness -> hard:    int    Sets the hardness of the halo
MaterialHalo.line_number -> line_number:    int    Sets the number of star shaped lines rendered over the halo
MaterialHalo.rings -> rings:    int    Sets the number of rings rendered over the halo
MaterialHalo.seed -> seed:    int    Randomizes ring dimension and line location
MaterialHalo.size -> size:    float    Sets the dimension of the halo
MaterialHalo.star_tips -> star_tips:    int    Sets the number of points on the star shaped halo
MaterialPhysics.damp -> damp:    float    Damping of the spring force, when inside the physics distance area
MaterialPhysics.distance -> distance:    float    Distance of the physics area
MaterialPhysics.elasticity -> elasticity:    float    Elasticity of collisions
MaterialPhysics.force -> force:    float    Upward spring force, when inside the physics distance area
MaterialPhysics.friction -> friction:    float    Coulomb friction coefficient, when inside the physics distance area
MaterialRaytraceMirror.depth -> depth:    int    Maximum allowed number of light inter-reflections
MaterialRaytraceMirror.distance -> distance:    float    Maximum distance of reflected rays. Reflections further than this range fade to sky color or material color
MaterialRaytraceMirror.fade_to -> fade_to:    enum    The color that rays with no intersection within the Max Distance take. Material color can be best for indoor scenes, sky color for outdoor
MaterialRaytraceMirror.fresnel -> fresnel:    float    Power of Fresnel for mirror reflection
MaterialRaytraceMirror.fresnel_factor -> fresnel_factor:    float    Blending factor for Fresnel
MaterialRaytraceMirror.gloss_anisotropic -> gloss_anisotropic:    float    The shape of the reflection, from 0.0 (circular) to 1.0 (fully stretched along the tangent
MaterialRaytraceMirror.gloss_factor -> gloss_factor:    float    The shininess of the reflection. Values < 1.0 give diffuse, blurry reflections
MaterialRaytraceMirror.gloss_samples -> gloss_samples:    int    Number of cone samples averaged for blurry reflections
MaterialRaytraceMirror.gloss_threshold -> gloss_threshold:    float    Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped
MaterialRaytraceMirror.reflect_factor -> reflect_factor:    float    Sets the amount mirror reflection for raytrace
MaterialRaytraceTransparency.depth -> depth:    int    Maximum allowed number of light inter-refractions
MaterialRaytraceTransparency.falloff -> falloff:    float    Falloff power for transmissivity filter effect (1.0 is linear)
MaterialRaytraceTransparency.filter -> filter:    float    Amount to blend in the material's diffuse color in raytraced transparency (simulating absorption)
MaterialRaytraceTransparency.fresnel -> fresnel:    float    Power of Fresnel for transparency (Ray or ZTransp)
MaterialRaytraceTransparency.fresnel_factor -> fresnel_factor:    float    Blending factor for Fresnel
MaterialRaytraceTransparency.gloss_factor -> gloss_factor:    float    The clarity of the refraction. Values < 1.0 give diffuse, blurry refractions
MaterialRaytraceTransparency.gloss_samples -> gloss_samples:    int    Number of cone samples averaged for blurry refractions
MaterialRaytraceTransparency.gloss_threshold -> gloss_threshold:    float    Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped
MaterialRaytraceTransparency.ior -> ior:    float    Sets angular index of refraction for raytraced refraction
MaterialRaytraceTransparency.limit -> limit:    float    Maximum depth for light to travel through the transparent material before becoming fully filtered (0.0 is disabled)
MaterialSlot.link -> link:    enum    Link material to object or the object's data
MaterialSlot.material -> material:    pointer    Material datablock used by this material slot
MaterialSlot.name -> name:    string, (read-only)    Material slot name
MaterialStrand.blend_distance -> blend_distance:    float    Worldspace distance over which to blend in the surface normal
MaterialStrand.min_size -> size_min:    float    Minimum size of strands in pixels
MaterialStrand.root_size -> root_size:    float    Start size of strands in pixels or Blender units
MaterialStrand.shape -> shape:    float    Positive values make strands rounder, negative makes strands spiky
MaterialStrand.tip_size -> tip_size:    float    End size of strands in pixels or Blender units
MaterialStrand.uv_layer -> uv_layer:    string    Name of UV layer to override
MaterialStrand.width_fade -> width_fade:    float    Transparency along the width of the strand
MaterialSubsurfaceScattering.back -> back:    float    Back scattering weight
MaterialSubsurfaceScattering.color -> color:    float    Scattering color
MaterialSubsurfaceScattering.color_factor -> color_factor:    float    Blend factor for SSS colors
MaterialSubsurfaceScattering.error_tolerance -> error_tolerance:    float    Error tolerance (low values are slower and higher quality)
MaterialSubsurfaceScattering.front -> front:    float    Front scattering weight
MaterialSubsurfaceScattering.ior -> ior:    float    Index of refraction (higher values are denser)
MaterialSubsurfaceScattering.radius -> radius:    float    Mean red/green/blue scattering path length
MaterialSubsurfaceScattering.scale -> scale:    float    Object scale factor
MaterialSubsurfaceScattering.texture_factor -> texture_factor:    float    Texture scatting blend factor
MaterialTextureSlot.alpha_factor -> alpha_factor:    float    Amount texture affects alpha
MaterialTextureSlot.ambient_factor -> ambient_factor:    float    Amount texture affects ambient
MaterialTextureSlot.colordiff_factor -> colordiff_factor:    float    Amount texture affects diffuse color
MaterialTextureSlot.coloremission_factor -> coloremission_factor:    float    Amount texture affects emission color
MaterialTextureSlot.colorreflection_factor -> colorreflection_factor:    float    Amount texture affects color of out-scattered light
MaterialTextureSlot.colorspec_factor -> colorspec_factor:    float    Amount texture affects specular color
MaterialTextureSlot.colortransmission_factor -> colortransmission_factor:    float    Amount texture affects result color after light has been scattered/absorbed
MaterialTextureSlot.density_factor -> density_factor:    float    Amount texture affects density
MaterialTextureSlot.diffuse_factor -> diffuse_factor:    float    Amount texture affects diffuse reflectivity
MaterialTextureSlot.displacement_factor -> displacement_factor:    float    Amount texture displaces the surface
MaterialTextureSlot.emission_factor -> emission_factor:    float    Amount texture affects emission
MaterialTextureSlot.emit_factor -> emit_factor:    float    Amount texture affects emission
MaterialTextureSlot.hardness_factor -> hard_factor:    float    Amount texture affects hardness
MaterialTextureSlot.mapping -> mapping:    enum    
MaterialTextureSlot.mirror_factor -> mirror_factor:    float    Amount texture affects mirror color
MaterialTextureSlot.normal_factor -> normal_factor:    float    Amount texture affects normal values
MaterialTextureSlot.normal_map_space -> normal_map_space:    enum    
MaterialTextureSlot.object -> object:    pointer    Object to use for mapping with Object texture coordinates
MaterialTextureSlot.raymir_factor -> raymir_factor:    float    Amount texture affects ray mirror
MaterialTextureSlot.reflection_factor -> reflection_factor:    float    Amount texture affects brightness of out-scattered light
MaterialTextureSlot.scattering_factor -> scattering_factor:    float    Amount texture affects scattering
MaterialTextureSlot.specular_factor -> specular_factor:    float    Amount texture affects specular reflectivity
MaterialTextureSlot.texture_coordinates -> texture_coordinates:    enum    
MaterialTextureSlot.translucency_factor -> translucency_factor:    float    Amount texture affects translucency
MaterialTextureSlot.uv_layer -> uv_layer:    string    UV layer to use for mapping with UV texture coordinates
MaterialTextureSlot.warp_factor -> warp_factor:    float    Amount texture affects texture coordinates of next channels
MaterialTextureSlot.x_mapping -> x_mapping:    enum    
MaterialTextureSlot.y_mapping -> y_mapping:    enum    
MaterialTextureSlot.z_mapping -> z_mapping:    enum    
MaterialVolume.asymmetry -> asymmetry:    float    Back scattering (-1.0) to Forward scattering (1.0) and the range in between
MaterialVolume.cache_resolution -> cache_resolution:    int    Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory
MaterialVolume.density -> density:    float    The base density of the volume
MaterialVolume.density_scale -> density_scale:    float    Multiplier for the material's density
MaterialVolume.depth_cutoff -> depth_cutoff:    float    Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy
MaterialVolume.emission -> emission:    float    Amount of light that gets emitted by the volume
MaterialVolume.emission_color -> emission_color:    float    
MaterialVolume.lighting_mode -> light_mode:    enum    Method of shading, attenuating, and scattering light through the volume
MaterialVolume.ms_diffusion -> ms_diffusion:    float    Diffusion factor, the strength of the blurring effect
MaterialVolume.ms_intensity -> ms_intensity:    float    Multiplier for multiple scattered light energy
MaterialVolume.ms_spread -> ms_spread:    float    Proportional distance over which the light is diffused
MaterialVolume.reflection -> reflection:    float    Multiplier to make out-scattered light brighter or darker (non-physically correct)
MaterialVolume.reflection_color -> reflection_color:    float    Colour of light scattered out of the volume (does not affect transmission)
MaterialVolume.scattering -> scattering:    float    Amount of light that gets scattered out by the volume - the more out-scattering, the shallower the light will penetrate
MaterialVolume.step_calculation -> step_calculation:    enum    Method of calculating the steps through the volume
MaterialVolume.step_size -> step_size:    float    Distance between subsequent volume depth samples
MaterialVolume.transmission_color -> transmission_color:    float    Result color of the volume, after other light has been scattered/absorbed
Menu.bl_idname -> bl_idname:    string    
Menu.bl_label -> bl_label:    string    
Menu.layout -> layout:    pointer, (read-only)    
Mesh.active_uv_texture -> active_uv_texture:    pointer    Active UV texture
Mesh.active_uv_texture_index -> active_uv_texture_index:    int    Active UV texture index
Mesh.active_vertex_color -> active_vertex_color:    pointer    Active vertex color layer
Mesh.active_vertex_color_index -> active_vertex_color_index:    int    Active vertex color index
Mesh.animation_data -> animation_data:    pointer, (read-only)    Animation data for this datablock
Mesh.autosmooth_angle -> autosmooth_angle:    int    Defines maximum angle between face normals that 'Auto Smooth' will operate on
Mesh.edges -> edges:    collection, (read-only)    Edges of the mesh
Mesh.faces -> faces:    collection, (read-only)    Faces of the mesh
Mesh.float_layers -> float_layers:    collection, (read-only)    
Mesh.int_layers -> int_layers:    collection, (read-only)    
Mesh.materials -> materials:    collection, (read-only)    
Mesh.shape_keys -> shape_keys:    pointer, (read-only)    
Mesh.sticky -> sticky:    collection, (read-only)    Sticky texture coordinates
Mesh.string_layers -> string_layers:    collection, (read-only)    
Mesh.texco_mesh -> texco_mesh:    pointer    Derive texture coordinates from another mesh
Mesh.texspace_loc -> texspace_loc:    float    Texture space location
Mesh.texspace_size -> texspace_size:    float    Texture space size
Mesh.texture_mesh -> texture_mesh:    pointer    Use another mesh for texture indices (vertex indices must be aligned)
Mesh.total_edge_sel -> total_edge_sel:    int, (read-only)    Selected edge count in editmode
Mesh.total_face_sel -> total_face_sel:    int, (read-only)    Selected face count in editmode
Mesh.total_vert_sel -> total_vert_sel:    int, (read-only)    Selected vertex count in editmode
Mesh.uv_texture_clone -> uv_texture_clone:    pointer    UV texture to be used as cloning source
Mesh.uv_texture_clone_index -> uv_texture_clone_index:    int    Clone UV texture index
Mesh.uv_texture_stencil -> uv_texture_stencil:    pointer    UV texture to mask the painted area
Mesh.uv_texture_stencil_index -> uv_texture_stencil_index:    int    Mask UV texture index
Mesh.uv_textures -> uv_textures:    collection, (read-only)    
Mesh.vertex_colors -> vertex_colors:    collection, (read-only)    
Mesh.verts -> verts:    collection, (read-only)    Vertices of the mesh
MeshColor.color1 -> color1:    float    
MeshColor.color2 -> color2:    float    
MeshColor.color3 -> color3:    float    
MeshColor.color4 -> color4:    float    
MeshColorLayer.data -> data:    collection, (read-only)    
MeshColorLayer.name -> name:    string    
MeshDeformModifier.object -> object:    pointer    Mesh object to deform with
MeshDeformModifier.precision -> precision:    int    The grid size for binding
MeshDeformModifier.vertex_group -> vertex_group:    string    Vertex group name
MeshEdge.bevel_weight -> bevel_weight:    float    Weight used by the Bevel modifier
MeshEdge.crease -> crease:    float    Weight used by the Subsurf modifier for creasing
MeshEdge.index -> index:    int, (read-only)    Index number of the vertex
MeshEdge.verts -> verts:    int    Vertex indices
MeshFace.area -> area:    float, (read-only)    read only area of the face
MeshFace.index -> index:    int, (read-only)    Index number of the vertex
MeshFace.material_index -> material_index:    int    
MeshFace.normal -> normal:    float, (read-only)    local space unit length normal vector for this face
MeshFace.verts -> verts:    int    Vertex indices
MeshFace.verts_raw -> verts_raw:    int    Fixed size vertex indices array
MeshFaces.active -> active:    int    The active face for this mesh
MeshFaces.active_tface -> active_tface:    pointer, (read-only)    Active Texture Face
MeshFloatProperty.value -> value:    float    
MeshFloatPropertyLayer.data -> data:    collection, (read-only)    
MeshFloatPropertyLayer.name -> name:    string    
MeshIntProperty.value -> value:    int    
MeshIntPropertyLayer.data -> data:    collection, (read-only)    
MeshIntPropertyLayer.name -> name:    string    
MeshSticky.co -> co:    float    Sticky texture coordinate location
MeshStringProperty.value -> value:    string    
MeshStringPropertyLayer.data -> data:    collection, (read-only)    
MeshStringPropertyLayer.name -> name:    string    
MeshTextureFace.image -> image:    pointer    
MeshTextureFace.transp -> transp:    enum    Transparency blending mode
MeshTextureFace.uv -> uv:    float    
MeshTextureFace.uv1 -> uv1:    float    
MeshTextureFace.uv2 -> uv2:    float    
MeshTextureFace.uv3 -> uv3:    float    
MeshTextureFace.uv4 -> uv4:    float    
MeshTextureFace.uv_raw -> uv_raw:    float    Fixed size UV coordinates array
MeshTextureFaceLayer.data -> data:    collection, (read-only)    
MeshTextureFaceLayer.name -> name:    string    
MeshVertex.bevel_weight -> bevel_weight:    float    Weight used by the Bevel modifier 'Only Vertices' option
MeshVertex.co -> co:    float    
MeshVertex.groups -> groups:    collection, (read-only)    Weights for the vertex groups this vertex is member of
MeshVertex.index -> index:    int, (read-only)    Index number of the vertex
MeshVertex.normal -> normal:    float    Vertex Normal
MessageActuator.body_message -> body_message:    string    Optional message body Text
MessageActuator.body_property -> body_property:    string    The message body will be set by the Property Value
MessageActuator.body_type -> body_type:    enum    Toggle message type: either Text or a PropertyName
MessageActuator.subject -> subject:    string    Optional message subject. This is what can be filtered on
MessageActuator.to_property -> to_property:    string    Optional send message to objects with this name only, or empty to broadcast
MessageSensor.subject -> subject:    string    Optional subject filter: only accept messages with this subject, or empty for all
MetaBall.active_element -> active_element:    pointer, (read-only)    Last selected element
MetaBall.animation_data -> animation_data:    pointer, (read-only)    Animation data for this datablock
MetaBall.elements -> elements:    collection, (read-only)    Meta elements
MetaBall.flag -> flag:    enum    Metaball edit update behavior
MetaBall.materials -> materials:    collection, (read-only)    
MetaBall.render_size -> render_size:    float    Polygonization resolution in rendering
MetaBall.texspace_loc -> texspace_loc:    float    Texture space location
MetaBall.texspace_size -> texspace_size:    float    Texture space size
MetaBall.threshold -> threshold:    float    Influence of meta elements
MetaBall.wire_size -> wire_size:    float    Polygonization resolution in the 3D viewport
MetaElement.location -> location:    float    
MetaElement.radius -> radius:    float    
MetaElement.rotation -> rotation:    float    
MetaElement.size_x -> size_x:    float    Size of element, use of components depends on element type
MetaElement.size_y -> size_y:    float    Size of element, use of components depends on element type
MetaElement.size_z -> size_z:    float    Size of element, use of components depends on element type
MetaElement.stiffness -> stiffness:    float    Stiffness defines how much of the element to fill
MetaElement.type -> type:    enum    Metaball types
MetaSequence.animation_end_offset -> animation_end_offset:    int    Animation end offset (trim end)
MetaSequence.animation_start_offset -> animation_start_offset:    int    Animation start offset (trim start)
MetaSequence.color_balance -> color_balance:    pointer, (read-only)    
MetaSequence.crop -> crop:    pointer, (read-only)    
MetaSequence.multiply_colors -> multiply_colors:    float    
MetaSequence.proxy -> proxy:    pointer, (read-only)    
MetaSequence.sequences -> sequences:    collection, (read-only)    
MetaSequence.strobe -> strobe:    float    Only display every nth frame
MetaSequence.transform -> transform:    pointer, (read-only)    
MirrorModifier.merge_limit -> merge_limit:    float    Distance from axis within which mirrored vertices are merged
MirrorModifier.mirror_object -> mirror_object:    pointer    Object to use as mirror
Modifier.name -> name:    string    Modifier name
Modifier.type -> type:    enum, (read-only)    
MotionPath.frame_end -> frame_end:    int, (read-only)    End frame of the stored range
MotionPath.frame_start -> frame_start:    int, (read-only)    Starting frame of the stored range
MotionPath.length -> length:    int, (read-only)    Number of frames cached
MotionPath.points -> points:    collection, (read-only)    Cached positions per frame
MotionPathVert.co -> co:    float    
MouseSensor.mouse_event -> mouse_event:    enum    Specify the type of event this mouse sensor should trigger on
MovieSequence.animation_end_offset -> animation_end_offset:    int    Animation end offset (trim end)
MovieSequence.animation_start_offset -> animation_start_offset:    int    Animation start offset (trim start)
MovieSequence.color_balance -> color_balance:    pointer, (read-only)    
MovieSequence.crop -> crop:    pointer, (read-only)    
MovieSequence.filepath -> filepath:    string    
MovieSequence.mpeg_preseek -> mpeg_preseek:    int    For MPEG movies, preseek this many frames
MovieSequence.multiply_colors -> multiply_colors:    float    
MovieSequence.proxy -> proxy:    pointer, (read-only)    
MovieSequence.strobe -> strobe:    float    Only display every nth frame
MovieSequence.transform -> transform:    pointer, (read-only)    
MulticamSequence.animation_end_offset -> animation_end_offset:    int    Animation end offset (trim end)
MulticamSequence.animation_start_offset -> animation_start_offset:    int    Animation start offset (trim start)
MulticamSequence.color_balance -> color_balance:    pointer, (read-only)    
MulticamSequence.crop -> crop:    pointer, (read-only)    
MulticamSequence.multicam_source -> multicam_source:    int    
MulticamSequence.multiply_colors -> multiply_colors:    float    
MulticamSequence.proxy -> proxy:    pointer, (read-only)    
MulticamSequence.strobe -> strobe:    float    Only display every nth frame
MulticamSequence.transform -> transform:    pointer, (read-only)    
MultiresModifier.filepath -> filepath:    string    Path to external displacements file
MultiresModifier.levels -> levels:    int    Number of subdivisions to use in the viewport
MultiresModifier.render_levels -> render_levels:    int    
MultiresModifier.sculpt_levels -> sculpt_levels:    int    Number of subdivisions to use in sculpt mode
MultiresModifier.subdivision_type -> subdivision_type:    enum    Selects type of subdivision algorithm
MultiresModifier.total_levels -> total_levels:    int, (read-only)    Number of subdivisions for which displacements are stored
MusgraveTexture.gain -> gain:    float    The gain multiplier
MusgraveTexture.highest_dimension -> highest_dimension:    float    Highest fractal dimension
MusgraveTexture.lacunarity -> lacunarity:    float    Gap between successive frequencies
MusgraveTexture.musgrave_type -> musgrave_type:    enum    
MusgraveTexture.nabla -> nabla:    float    Size of derivative offset used for calculating normal
MusgraveTexture.noise_basis -> noise_basis:    enum    Sets the noise basis used for turbulence
MusgraveTexture.noise_intensity -> noise_intensity:    float    
MusgraveTexture.noise_size -> noise_size:    float    Sets scaling for noise input
MusgraveTexture.octaves -> octaves:    float    Number of frequencies used
MusgraveTexture.offset -> offset:    float    The fractal offset
NearSensor.distance -> distance:    float    Trigger distance
NearSensor.property -> property:    string    Only look for objects with this property
NearSensor.reset_distance -> reset_distance:    float    
NetRenderJob.name -> name:    string    
NetRenderSettings.active_blacklisted_slave_index -> active_blacklisted_slave_index:    int    
NetRenderSettings.active_job_index -> active_job_index:    int    
NetRenderSettings.active_slave_index -> active_slave_index:    int    
NetRenderSettings.chunks -> chunks:    int    Number of frame to dispatch to each slave in one chunk
NetRenderSettings.job_category -> job_category:    string    Category of the job
NetRenderSettings.job_id -> job_id:    string    id of the last sent render job
NetRenderSettings.job_name -> job_name:    string    Name of the job
NetRenderSettings.jobs -> jobs:    collection, (read-only)    
NetRenderSettings.mode -> mode:    enum    Mode of operation of this instance
NetRenderSettings.path -> path:    string    Path for temporary files
NetRenderSettings.priority -> priority:    int    Priority of the job
NetRenderSettings.server_address -> server_address:    string    IP or name of the master render server
NetRenderSettings.server_port -> server_port:    int    port of the master render server
NetRenderSettings.slaves -> slaves:    collection, (read-only)    
NetRenderSettings.slaves_blacklist -> slaves_blacklist:    collection, (read-only)    
NetRenderSlave.name -> name:    string    
NlaStrip.action -> action:    pointer    Action referenced by this strip
NlaStrip.action_frame_end -> action_frame_end:    float    
NlaStrip.action_frame_start -> action_frame_start:    float    
NlaStrip.blend_in -> blend_in:    float    Number of frames at start of strip to fade in influence
NlaStrip.blend_out -> blend_out:    float    
NlaStrip.blending -> blend_type:    enum    Method used for combining strip's result with accumulated result
NlaStrip.extrapolation -> extrapolation:    enum    Action to take for gaps past the strip extents
NlaStrip.fcurves -> fcurves:    collection, (read-only)    F-Curves for controlling the strip's influence and timing
NlaStrip.frame_end -> frame_end:    float    
NlaStrip.frame_start -> frame_start:    float    
NlaStrip.influence -> influence:    float    Amount the strip contributes to the current result
NlaStrip.modifiers -> modifiers:    collection, (read-only)    Modifiers affecting all the F-Curves in the referenced Action
NlaStrip.name -> name:    string    
NlaStrip.repeat -> repeat:    float    Number of times to repeat the action range
NlaStrip.scale -> scale:    float    Scaling factor for action
NlaStrip.strip_time -> strip_time:    float    Frame of referenced Action to evaluate
NlaStrip.strips -> strips:    collection, (read-only)    NLA Strips that this strip acts as a container for (if it is of type Meta)
NlaStrip.type -> type:    enum, (read-only)    Type of NLA Strip
NlaTrack.name -> name:    string    
NlaTrack.strips -> strips:    collection, (read-only)    NLA Strips on this NLA-track
Node.inputs -> inputs:    collection, (read-only)    
Node.location -> location:    float    
Node.name -> name:    string    Node name
Node.outputs -> outputs:    collection, (read-only)    
NodeGroup.nodetree -> nodetree:    pointer    
NodeTree.animation_data -> animation_data:    pointer, (read-only)    Animation data for this datablock
NodeTree.grease_pencil -> grease_pencil:    pointer    Grease Pencil datablock
NodeTree.nodes -> nodes:    collection, (read-only)    
Object.active_material -> active_material:    pointer    Active material being displayed
Object.active_material_index -> active_material_index:    int    Index of active material slot
Object.active_particle_system -> active_particle_system:    pointer, (read-only)    Active particle system being displayed
Object.active_particle_system_index -> active_particle_system_index:    int    Index of active particle system slot
Object.active_shape_key -> active_shape_key:    pointer, (read-only)    Current shape key
Object.active_shape_key_index -> active_shape_key_index:    int    Current shape key index
Object.active_vertex_group -> active_vertex_group:    pointer, (read-only)    Vertex groups of the object
Object.active_vertex_group_index -> active_vertex_group_index:    int    Active index in vertex group array
Object.animation_data -> animation_data:    pointer, (read-only)    Animation data for this datablock
Object.animation_visualisation -> animation_visualisation:    pointer, (read-only)    Animation data for this datablock
Object.bound_box -> bound_box:    float, (read-only)    Objects bound box in object-space coordinates
Object.collision -> collision:    pointer, (read-only)    Settings for using the objects as a collider in physics simulation
Object.color -> color:    float    Object color and alpha, used when faces have the ObColor mode enabled
Object.constraints -> constraints:    collection, (read-only)    Constraints affecting the transformation of the object
Object.data -> data:    pointer    Object data
Object.delta_location -> delta_location:    float    Extra translation added to the location of the object
Object.delta_rotation_euler -> delta_rotation_euler:    float    Extra rotation added to the rotation of the object (when using Euler rotations)
Object.delta_rotation_quaternion -> delta_rotation_quaternion:    float    Extra rotation added to the rotation of the object (when using Quaternion rotations)
Object.delta_scale -> delta_scale:    float    Extra scaling added to the scale of the object
Object.dimensions -> dimensions:    float    Absolute bounding box dimensions of the object
Object.draw_bounds_type -> draw_bounds_type:    enum    Object boundary display type
Object.dupli_faces_scale -> dupli_faces_scale:    float    Scale the DupliFace objects
Object.dupli_frames_end -> dupli_frames_end:    int    End frame for DupliFrames
Object.dupli_frames_off -> dupli_frames_off:    int    Recurring frames to exclude from the Dupliframes
Object.dupli_frames_on -> dupli_frames_on:    int    Number of frames to use between DupOff frames
Object.dupli_frames_start -> dupli_frames_start:    int    Start frame for DupliFrames
Object.dupli_group -> dupli_group:    pointer    Instance an existing group
Object.dupli_list -> dupli_list:    collection, (read-only)    Object duplis
Object.dupli_type -> dupli_type:    enum    If not None, object duplication method to use
Object.empty_draw_size -> empty_draw_size:    float    Size of display for empties in the viewport
Object.empty_draw_type -> empty_draw_type:    enum    Viewport display style for empties
Object.field -> field:    pointer, (read-only)    Settings for using the objects as a field in physics simulation
Object.game -> game:    pointer, (read-only)    Game engine related settings for the object
Object.grease_pencil -> grease_pencil:    pointer    Grease Pencil datablock
Object.location -> location:    float    Location of the object
Object.material_slots -> material_slots:    collection, (read-only)    Material slots in the object
Object.matrix_local -> matrix_local:    float    Parent relative transformation matrix
Object.matrix_world -> matrix_world:    float    Worldspace transformation matrix
Object.max_draw_type -> draw_type:    enum    Maximum draw type to display object with in viewport
Object.mode -> mode:    enum, (read-only)    Object interaction mode
Object.modifiers -> modifiers:    collection, (read-only)    Modifiers affecting the geometric data of the object
Object.motion_path -> motion_path:    pointer, (read-only)    Motion Path for this element
Object.parent -> parent:    pointer    Parent Object
Object.parent_bone -> parent_bone:    string    Name of parent bone in case of a bone parenting relation
Object.parent_type -> parent_type:    enum    Type of parent relation
Object.parent_vertices -> parent_vertices:    int, (read-only)    Indices of vertices in cases of a vertex parenting relation
Object.particle_systems -> particle_systems:    collection, (read-only)    Particle systems emitted from the object
Object.pass_index -> pass_index:    int    Index # for the IndexOB render pass
Object.pose -> pose:    pointer, (read-only)    Current pose for armatures
Object.pose_library -> pose_library:    pointer, (read-only)    Action used as a pose library for armatures
Object.proxy -> proxy:    pointer, (read-only)    Library object this proxy object controls
Object.proxy_group -> proxy_group:    pointer, (read-only)    Library group duplicator object this proxy object controls
Object.rotation_axis_angle -> rotation_axis_angle:    float    Angle of Rotation for Axis-Angle rotation representation
Object.rotation_euler -> rotation_euler:    float    Rotation in Eulers
Object.rotation_mode -> rotation_mode:    enum    
Object.rotation_quaternion -> rotation_quaternion:    float    Rotation in Quaternions
Object.scale -> scale:    float    Scaling of the object
Object.soft_body -> soft_body:    pointer, (read-only)    Settings for soft body simulation
Object.time_offset -> time_offset:    float    Animation offset in frames for F-Curve and dupligroup instances
Object.track_axis -> track_axis:    enum    Axis that points in 'forward' direction
Object.type -> type:    enum, (read-only)    Type of Object
Object.up_axis -> up_axis:    enum    Axis that points in the upward direction
Object.vertex_groups -> vertex_groups:    collection, (read-only)    Vertex groups of the object
ObjectActuator.angular_velocity -> angular_velocity:    float    Sets the angular velocity
ObjectActuator.damping -> damping:    int    Number of frames to reach the target velocity
ObjectActuator.derivate_coefficient -> derivate_coefficient:    float    Not required, high values can cause instability
ObjectActuator.force -> force:    float    Sets the force
ObjectActuator.force_max_x -> force_max_x:    float    Set the upper limit for force
ObjectActuator.force_max_y -> force_max_y:    float    Set the upper limit for force
ObjectActuator.force_max_z -> force_max_z:    float    Set the upper limit for force
ObjectActuator.force_min_x -> force_min_x:    float    Set the lower limit for force
ObjectActuator.force_min_y -> force_min_y:    float    Set the lower limit for force
ObjectActuator.force_min_z -> force_min_z:    float    Set the lower limit for force
ObjectActuator.integral_coefficient -> integral_coefficient:    float    Low value (0.01) for slow response, high value (0.5) for fast response
ObjectActuator.linear_velocity -> linear_velocity:    float    Sets the linear velocity (in Servo mode it sets the target relative linear velocity, it will be achieved by automatic application of force. Null velocity is a valid target)
ObjectActuator.loc -> loc:    float    Sets the location
ObjectActuator.mode -> mode:    enum    Specify the motion system
ObjectActuator.proportional_coefficient -> proportional_coefficient:    float    Typical value is 60x integral coefficient
ObjectActuator.reference_object -> reference_object:    pointer    Reference object for velocity calculation, leave empty for world reference
ObjectActuator.rot -> rot:    float    Sets the rotation
ObjectActuator.torque -> torque:    float    Sets the torque
ObjectBase.object -> object:    pointer, (read-only)    Object this base links to
ObjectConstraints.active -> active:    pointer    Active Object constraint
ObstacleFluidSettings.impact_factor -> impact_factor:    float    This is an unphysical value for moving objects - it controls the impact an obstacle has on the fluid, =0 behaves a bit like outflow (deleting fluid), =1 is default, while >1 results in high forces. Can be used to tweak total mass
ObstacleFluidSettings.partial_slip_factor -> partial_slip_factor:    float    Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip
ObstacleFluidSettings.slip_type -> slip_type:    enum    
ObstacleFluidSettings.volume_initialization -> volume_initialization:    enum    Volume initialization type
Operator.bl_description -> bl_description:    string    
Operator.bl_idname -> bl_idname:    string    
Operator.bl_label -> bl_label:    string    
Operator.bl_options -> bl_options:    enum    Options for this operator type
Operator.layout -> layout:    pointer, (read-only)    
Operator.name -> name:    string, (read-only)    
Operator.properties -> properties:    pointer, (read-only)    
OperatorFileListElement.name -> name:    string    the name of a file or directory within a file list
OperatorMousePath.loc -> loc:    float    Mouse location
OperatorMousePath.time -> time:    float    Time of mouse location
OperatorStrokeElement.location -> location:    float    
OperatorStrokeElement.mouse -> mouse:    float    
OperatorStrokeElement.pressure -> pressure:    float    Tablet pressure
OperatorStrokeElement.time -> time:    float    
OperatorTypeMacro.properties -> properties:    pointer, (read-only)    
OutflowFluidSettings.volume_initialization -> volume_initialization:    enum    Volume initialization type
PackedFile.size -> size:    int, (read-only)    Size of packed file in bytes
Paint.active_brush_index -> active_brush_index:    int    
Paint.active_brush_name -> active_brush_name:    string    
Paint.brush -> brush:    pointer    Active paint brush
Paint.brushes -> brushes:    collection, (read-only)    Brushes selected for this paint mode
Panel.bl_context -> bl_context:    string    
Panel.bl_idname -> bl_idname:    string    
Panel.bl_label -> bl_label:    string    
Panel.bl_region_type -> bl_region_type:    enum    
Panel.bl_space_type -> bl_space_type:    enum    
Panel.layout -> layout:    pointer, (read-only)    
Panel.text -> text:    string    
ParentActuator.mode -> mode:    enum    
ParentActuator.object -> object:    pointer    Set this object as parent
Particle.alive_state -> alive_state:    enum    
Particle.angular_velocity -> angular_velocity:    float    
Particle.birthtime -> birthtime:    float    
Particle.die_time -> die_time:    float    
Particle.hair -> hair:    collection, (read-only)    
Particle.keys -> keys:    collection, (read-only)    
Particle.lifetime -> lifetime:    float    
Particle.location -> location:    float    
Particle.prev_angular_velocity -> prev_angular_velocity:    float    
Particle.prev_location -> prev_location:    float    
Particle.prev_rotation -> prev_rotation:    float    
Particle.prev_velocity -> prev_velocity:    float    
Particle.rotation -> rotation:    float    
Particle.size -> size:    float    
Particle.velocity -> velocity:    float    
ParticleBrush.count -> count:    int    Particle count
ParticleBrush.curve -> curve:    pointer, (read-only)    
ParticleBrush.length_mode -> length_mode:    enum    
ParticleBrush.puff_mode -> puff_mode:    enum    
ParticleBrush.size -> size:    int    Brush size
ParticleBrush.steps -> steps:    int    Brush steps
ParticleBrush.strength -> strength:    float    Brush strength
ParticleDupliWeight.count -> count:    int    The number of times this object is repeated with respect to other objects
ParticleDupliWeight.name -> name:    string, (read-only)    Particle dupliobject name
ParticleEdit.add_keys -> add_keys:    int    How many keys to make new particles with
ParticleEdit.brush -> brush:    pointer, (read-only)    
ParticleEdit.draw_step -> draw_step:    int    How many steps to draw the path with
ParticleEdit.emitter_distance -> emitter_distance:    float    Distance to keep particles away from the emitter
ParticleEdit.fade_frames -> fade_frames:    int    How many frames to fade
ParticleEdit.object -> object:    pointer, (read-only)    The edited object
ParticleEdit.selection_mode -> selection_mode:    enum    Particle select and display mode
ParticleEdit.tool -> tool:    enum    
ParticleEdit.type -> type:    enum    
ParticleFluidSettings.alpha_influence -> alpha_influence:    float    Amount of particle alpha change, inverse of size influence: 0=off (all same alpha), 1=full. (large particles get lower alphas, smaller ones higher values)
ParticleFluidSettings.particle_influence -> particle_influence:    float    Amount of particle size scaling: 0=off (all same size), 1=full (range 0.2-2.0), >1=stronger
ParticleFluidSettings.path -> path:    string    Directory (and/or filename prefix) to store and load particles from
ParticleHairKey.location -> location:    float    Location of the hair key in object space
ParticleHairKey.location_hairspace -> location_hairspace:    float    Location of the hair key in its internal coordinate system, relative to the emitting face
ParticleHairKey.time -> time:    float    Relative time of key over hair length
ParticleHairKey.weight -> weight:    float    Weight for cloth simulation
ParticleInstanceModifier.axis -> axis:    enum    Pole axis for rotation
ParticleInstanceModifier.object -> object:    pointer    Object that has the particle system
ParticleInstanceModifier.particle_system_number -> particle_system_number:    int    
ParticleInstanceModifier.position -> position:    float    Position along path
ParticleInstanceModifier.random_position -> random_position:    float    Randomize position along path
ParticleKey.angular_velocity -> angular_velocity:    float    Key angular velocity
ParticleKey.location -> location:    float    Key location
ParticleKey.rotation -> rotation:    float    Key rotation quaterion
ParticleKey.time -> time:    float    Time of key over the simulation
ParticleKey.velocity -> velocity:    float    Key velocity
ParticleSettings.active_dupliweight -> active_dupliweight:    pointer, (read-only)    
ParticleSettings.active_dupliweight_index -> active_dupliweight_index:    int    
ParticleSettings.adaptive_angle -> adaptive_angle:    int    How many degrees path has to curve to make another render segment
ParticleSettings.adaptive_pix -> adaptive_pix:    int    How many pixels path has to cover to make another render segment
ParticleSettings.amount -> amount:    int    Total number of particles
ParticleSettings.angular_velocity_factor -> angular_velocity_factor:    float    Angular velocity amount
ParticleSettings.angular_velocity_mode -> angular_velocity_mode:    enum    Particle angular velocity mode
ParticleSettings.animation_data -> animation_data:    pointer, (read-only)    Animation data for this datablock
ParticleSettings.billboard_align -> billboard_align:    enum    In respect to what the billboards are aligned
ParticleSettings.billboard_animation -> billboard_animation:    enum    How to animate billboard textures
ParticleSettings.billboard_object -> billboard_object:    pointer    Billboards face this object (default is active camera)
ParticleSettings.billboard_offset -> billboard_offset:    float    
ParticleSettings.billboard_random_tilt -> billboard_random_tilt:    float    Random tilt of the billboards
ParticleSettings.billboard_split_offset -> billboard_split_offset:    enum    How to offset billboard textures
ParticleSettings.billboard_tilt -> billboard_tilt:    float    Tilt of the billboards
ParticleSettings.billboard_uv_split -> billboard_uv_split:    int    Amount of rows/columns to split UV coordinates for billboards
ParticleSettings.boids -> boids:    pointer, (read-only)    
ParticleSettings.branch_threshold -> branch_threshold:    float    Threshold of branching
ParticleSettings.brownian_factor -> brownian_factor:    float    Specify the amount of Brownian motion
ParticleSettings.child_length -> child_length:    float    Length of child paths
ParticleSettings.child_length_thres -> child_length_thres:    float    Amount of particles left untouched by child path length
ParticleSettings.child_nbr -> child_nbr:    int    Amount of children/parent
ParticleSettings.child_radius -> child_radius:    float    Radius of children around parent
ParticleSettings.child_random_size -> child_random_size:    float    Random variation to the size of the child particles
ParticleSettings.child_roundness -> child_roundness:    float    Roundness of children around parent
ParticleSettings.child_size -> child_size:    float    A multiplier for the child particle size
ParticleSettings.child_type -> child_type:    enum    Create child particles
ParticleSettings.clump_factor -> clump_factor:    float    Amount of clumping
ParticleSettings.clumppow -> clumppow:    float    Shape of clumping
ParticleSettings.damp_factor -> damp_factor:    float    Specify the amount of damping
ParticleSettings.display -> display:    int    Percentage of particles to display in 3D view
ParticleSettings.distribution -> distribution:    enum    How to distribute particles on selected element
ParticleSettings.drag_factor -> drag_factor:    float    Specify the amount of air-drag
ParticleSettings.draw_as -> draw_as:    enum    How particles are drawn in viewport
ParticleSettings.draw_size -> draw_size:    int    Size of particles on viewport in pixels (0=default)
ParticleSettings.draw_step -> draw_step:    int    How many steps paths are drawn with (power of 2)
ParticleSettings.dupli_group -> dupli_group:    pointer    Show Objects in this Group in place of particles
ParticleSettings.dupli_object -> dupli_object:    pointer    Show this Object in place of particles
ParticleSettings.dupliweights -> dupliweights:    collection, (read-only)    Weights for all of the objects in the dupli group
ParticleSettings.effect_hair -> effect_hair:    float    Hair stiffness for effectors
ParticleSettings.effector_weights -> effector_weights:    pointer, (read-only)    
ParticleSettings.emit_from -> emit_from:    enum    Where to emit particles from
ParticleSettings.fluid -> fluid:    pointer, (read-only)    
ParticleSettings.force_field_1 -> force_field_1:    pointer, (read-only)    
ParticleSettings.force_field_2 -> force_field_2:    pointer, (read-only)    
ParticleSettings.frame_end -> frame_end:    float    Frame # to stop emitting particles
ParticleSettings.frame_start -> frame_start:    float    Frame # to start emitting particles
ParticleSettings.grid_resolution -> grid_resolution:    int    The resolution of the particle grid
ParticleSettings.hair_step -> hair_step:    int    Number of hair segments
ParticleSettings.integrator -> integrator:    enum    Select physics integrator type
ParticleSettings.jitter_factor -> jitter_factor:    float    Amount of jitter applied to the sampling
ParticleSettings.keyed_loops -> keyed_loops:    int    Number of times the keys are looped
ParticleSettings.keys_step -> keys_step:    int    
ParticleSettings.kink -> kink:    enum    Type of periodic offset on the path
ParticleSettings.kink_amplitude -> kink_amplitude:    float    The amplitude of the offset
ParticleSettings.kink_axis -> kink_axis:    enum    Which axis to use for offset
ParticleSettings.kink_frequency -> kink_frequency:    float    The frequency of the offset (1/total length)
ParticleSettings.kink_shape -> kink_shape:    float    Adjust the offset to the beginning/end
ParticleSettings.lifetime -> lifetime:    float    Specify the life span of the particles
ParticleSettings.line_length_head -> line_length_head:    float    Length of the line's head
ParticleSettings.line_length_tail -> line_length_tail:    float    Length of the line's tail
ParticleSettings.mass -> mass:    float    Specify the mass of the particles
ParticleSettings.material -> material:    int    Specify material used for the particles
ParticleSettings.normal_factor -> normal_factor:    float    Let the surface normal give the particle a starting speed
ParticleSettings.object_aligned_factor -> object_aligned_factor:    float    Let the emitter object orientation give the particle a starting speed
ParticleSettings.object_factor -> object_factor:    float    Let the object give the particle a starting speed
ParticleSettings.particle_factor -> particle_factor:    float    Let the target particle give the particle a starting speed
ParticleSettings.particle_size -> particle_size:    float    The size of the particles
ParticleSettings.path_end -> path_end:    float    End time of drawn path
ParticleSettings.path_start -> path_start:    float    Starting time of drawn path
ParticleSettings.phase_factor -> phase_factor:    float    Initial rotation phase
ParticleSettings.physics_type -> physics_type:    enum    Particle physics type
ParticleSettings.random_factor -> random_factor:    float    Give the starting speed a random variation
ParticleSettings.random_length -> random_length:    float    Give path length a random variation
ParticleSettings.random_lifetime -> random_lifetime:    float    Give the particle life a random variation
ParticleSettings.random_phase_factor -> random_phase_factor:    float    Randomize rotation phase
ParticleSettings.random_rotation_factor -> random_rotation_factor:    float    Randomize rotation
ParticleSettings.random_size -> random_size:    float    Give the particle size a random variation
ParticleSettings.react_event -> react_event:    enum    The event of target particles to react on
ParticleSettings.reaction_shape -> reaction_shape:    float    Power of reaction strength dependence on distance to target
ParticleSettings.reactor_factor -> reactor_factor:    float    Let the vector away from the target particles location give the particle a starting speed
ParticleSettings.ren_as -> ren_as:    enum    How particles are rendered
ParticleSettings.render_step -> render_step:    int    How many steps paths are rendered with (power of 2)
ParticleSettings.rendered_child_nbr -> rendered_child_nbr:    int    Amount of children/parent for rendering
ParticleSettings.rotate_from -> rotate_from:    enum    
ParticleSettings.rotation_mode -> rotation_mode:    enum    Particles initial rotation
ParticleSettings.rough1 -> rough1:    float    Amount of location dependent rough
ParticleSettings.rough1_size -> rough1_size:    float    Size of location dependent rough
ParticleSettings.rough2 -> rough2:    float    Amount of random rough
ParticleSettings.rough2_size -> rough2_size:    float    Size of random rough
ParticleSettings.rough2_thres -> rough2_thres:    float    Amount of particles left untouched by random rough
ParticleSettings.rough_end_shape -> rough_end_shape:    float    Shape of end point rough
ParticleSettings.rough_endpoint -> rough_endpoint:    float    Amount of end point rough
ParticleSettings.simplify_rate -> simplify_rate:    float    Speed of simplification
ParticleSettings.simplify_refsize -> simplify_refsize:    int    Reference size in pixels, after which simplification begins
ParticleSettings.simplify_transition -> simplify_transition:    float    Transition period for fading out strands
ParticleSettings.simplify_viewport -> simplify_viewport:    float    Speed of Simplification
ParticleSettings.subframes -> subframes:    int    Subframes to simulate for improved stability and finer granularity simulations
ParticleSettings.tangent_factor -> tangent_factor:    float    Let the surface tangent give the particle a starting speed
ParticleSettings.tangent_phase -> tangent_phase:    float    Rotate the surface tangent
ParticleSettings.time_tweak -> time_tweak:    float    A multiplier for physics timestep (1.0 means one frame = 1/25 seconds)
ParticleSettings.trail_count -> trail_count:    int    Number of trail particles
ParticleSettings.type -> type:    enum    
ParticleSettings.userjit -> userjit:    int    Emission locations / face (0 = automatic)
ParticleSettings.virtual_parents -> virtual_parents:    float    Relative amount of virtual parents
ParticleSystem.active_particle_target -> active_particle_target:    pointer, (read-only)    
ParticleSystem.active_particle_target_index -> active_particle_target_index:    int    
ParticleSystem.billboard_normal_uv -> billboard_normal_uv:    string    UV Layer to control billboard normals
ParticleSystem.billboard_split_uv -> billboard_split_uv:    string    UV Layer to control billboard splitting
ParticleSystem.billboard_time_index_uv -> billboard_time_index_uv:    string    UV Layer to control billboard time index (X-Y)
ParticleSystem.child_particles -> child_particles:    collection, (read-only)    Child particles generated by the particle system
ParticleSystem.cloth -> cloth:    pointer, (read-only)    Cloth dynamics for hair
ParticleSystem.name -> name:    string    Particle system name
ParticleSystem.parent -> parent:    pointer    Use this object's coordinate system instead of global coordinate system
ParticleSystem.particles -> particles:    collection, (read-only)    Particles generated by the particle system
ParticleSystem.point_cache -> point_cache:    pointer, (read-only)    
ParticleSystem.reactor_target_object -> reactor_target_object:    pointer    For reactor systems, the object that has the target particle system (empty if same object)
ParticleSystem.reactor_target_particle_system -> reactor_target_particle_system:    int    For reactor systems, index of particle system on the target object
ParticleSystem.seed -> seed:    int    Offset in the random number table, to get a different randomized result
ParticleSystem.settings -> settings:    pointer    Particle system settings
ParticleSystem.targets -> targets:    collection, (read-only)    Target particle systems
ParticleSystem.vertex_group_clump -> vertex_group_clump:    string    Vertex group to control clump
ParticleSystem.vertex_group_density -> vertex_group_density:    string    Vertex group to control density
ParticleSystem.vertex_group_field -> vertex_group_field:    string    Vertex group to control field
ParticleSystem.vertex_group_kink -> vertex_group_kink:    string    Vertex group to control kink
ParticleSystem.vertex_group_length -> vertex_group_length:    string    Vertex group to control length
ParticleSystem.vertex_group_rotation -> vertex_group_rotation:    string    Vertex group to control rotation
ParticleSystem.vertex_group_roughness1 -> vertex_group_rough1:    string    Vertex group to control roughness 1
ParticleSystem.vertex_group_roughness2 -> vertex_group_rough2:    string    Vertex group to control roughness 2
ParticleSystem.vertex_group_roughness_end -> vertex_group_rough_end:    string    Vertex group to control roughness end
ParticleSystem.vertex_group_size -> vertex_group_size:    string    Vertex group to control size
ParticleSystem.vertex_group_tangent -> vertex_group_tangent:    string    Vertex group to control tangent
ParticleSystem.vertex_group_velocity -> vertex_group_velocity:    string    Vertex group to control velocity
ParticleSystemModifier.particle_system -> particle_system:    pointer, (read-only)    Particle System that this modifier controls
ParticleTarget.duration -> duration:    float    
ParticleTarget.mode -> mode:    enum    
ParticleTarget.name -> name:    string, (read-only)    Particle target name
ParticleTarget.object -> object:    pointer    The object that has the target particle system (empty if same object)
ParticleTarget.system -> system:    int    The index of particle system on the target object
ParticleTarget.time -> time:    float    
PivotConstraint.enabled_rotation_range -> enabled_rotation_range:    enum    Rotation range on which pivoting should occur
PivotConstraint.head_tail -> head_tail:    float    Target along length of bone: Head=0, Tail=1
PivotConstraint.offset -> offset:    float    Offset of pivot from target (when set), or from owner's location (when Fixed Position is off), or the absolute pivot point
PivotConstraint.subtarget -> subtarget:    string    
PivotConstraint.target -> target:    pointer    Target Object, defining the position of the pivot when defined
PluginSequence.filename -> filename:    string, (read-only)    
PointCache.active_point_cache_index -> active_point_cache_index:    int    
PointCache.filepath -> filepath:    string    Cache file path
PointCache.frame_end -> frame_end:    int    Frame on which the simulation stops
PointCache.frame_start -> frame_start:    int    Frame on which the simulation starts
PointCache.index -> index:    int    Index number of cache files
PointCache.info -> info:    string, (read-only)    Info on current cache status
PointCache.name -> name:    string    Cache name
PointCache.point_cache_list -> point_cache_list:    collection, (read-only)    Point cache list
PointCache.step -> step:    int    Number of frames between cached frames
PointDensity.color_ramp -> color_ramp:    pointer, (read-only)    
PointDensity.color_source -> color_source:    enum    Data to derive color results from
PointDensity.falloff -> falloff:    enum    Method of attenuating density by distance from the point
PointDensity.falloff_softness -> falloff_soft:    float    Softness of the 'soft' falloff option
PointDensity.noise_basis -> noise_basis:    enum    Noise formula used for turbulence
PointDensity.object -> object:    pointer    Object to take point data from
PointDensity.particle_cache -> particle_cache:    enum    Co-ordinate system to cache particles in
PointDensity.particle_system -> particle_system:    pointer    Particle System to render as points
PointDensity.point_source -> point_source:    enum    Point data to use as renderable point density
PointDensity.radius -> radius:    float    Radius from the shaded sample to look for points within
PointDensity.speed_scale -> speed_scale:    float    Multiplier to bring particle speed within an acceptable range
PointDensity.turbulence_depth -> turbulence_depth:    int    Level of detail in the added turbulent noise
PointDensity.turbulence_influence -> turbulence_influence:    enum    Method for driving added turbulent noise
PointDensity.turbulence_size -> turbulence_size:    float    Scale of the added turbulent noise
PointDensity.turbulence_strength -> turbulence_strength:    float    
PointDensity.vertices_cache -> vertices_cache:    enum    Co-ordinate system to cache vertices in
PointDensityTexture.pointdensity -> pointdensity:    pointer, (read-only)    The point density settings associated with this texture
PointLamp.falloff_curve -> falloff_curve:    pointer, (read-only)    Custom Lamp Falloff Curve
PointLamp.falloff_type -> falloff_type:    enum    Intensity Decay with distance
PointLamp.linear_attenuation -> linear_attenuation:    float    Linear distance attenuation
PointLamp.quadratic_attenuation -> quadratic_attenuation:    float    Quadratic distance attenuation
PointLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold:    float    Threshold for Adaptive Sampling (Raytraced shadows)
PointLamp.shadow_color -> shadow_color:    float    Color of shadows cast by the lamp
PointLamp.shadow_method -> shadow_method:    enum    Method to compute lamp shadow with
PointLamp.shadow_ray_samples -> shadow_ray_samples:    int    Amount of samples taken extra (samples x samples)
PointLamp.shadow_ray_sampling_method -> shadow_ray_sample_method:    enum    Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
PointLamp.shadow_soft_size -> shadow_soft_size:    float    Light size for ray shadow sampling (Raytraced shadows)
PointerProperty.fixed_type -> fixed_type:    pointer, (read-only)    Fixed pointer type, empty if variable type
Pose.active_bone_group -> active_bone_group:    pointer    Active bone group for this pose
Pose.active_bone_group_index -> active_bone_group_index:    int    Active index in bone groups array
Pose.animation_visualisation -> animation_visualisation:    pointer, (read-only)    Animation data for this datablock
Pose.bone_groups -> bone_groups:    collection, (read-only)    Groups of the bones
Pose.bones -> bones:    collection, (read-only)    Individual pose bones for the armature
Pose.ik_param -> ik_param:    pointer, (read-only)    Parameters for IK solver
Pose.ik_solver -> ik_solver:    enum    Selection of IK solver for IK chain, current choice is 0 for Legacy, 1 for iTaSC
PoseBone.bone -> bone:    pointer, (read-only)    Bone associated with this PoseBone
PoseBone.bone_group -> bone_group:    pointer    Bone Group this pose channel belongs to
PoseBone.bone_group_index -> bone_group_index:    int    Bone Group this pose channel belongs to (0=no group)
PoseBone.child -> child:    pointer, (read-only)    Child of this pose bone
PoseBone.constraints -> constraints:    collection, (read-only)    Constraints that act on this PoseChannel
PoseBone.custom_shape -> custom_shape:    pointer    Object that defines custom draw type for this bone
PoseBone.custom_shape_transform -> custom_shape_transform:    pointer    Bone that defines the display transform of this custom shape
PoseBone.head -> head:    float, (read-only)    Location of head of the channel's bone
PoseBone.ik_lin_weight -> ik_lin_weight:    float    Weight of scale constraint for IK
PoseBone.ik_max_x -> ik_max_x:    float    Maximum angles for IK Limit
PoseBone.ik_max_y -> ik_max_y:    float    Maximum angles for IK Limit
PoseBone.ik_max_z -> ik_max_z:    float    Maximum angles for IK Limit
PoseBone.ik_min_x -> ik_min_x:    float    Minimum angles for IK Limit
PoseBone.ik_min_y -> ik_min_y:    float    Minimum angles for IK Limit
PoseBone.ik_min_z -> ik_min_z:    float    Minimum angles for IK Limit
PoseBone.ik_rot_weight -> ik_rot_weight:    float    Weight of rotation constraint for IK
PoseBone.ik_stiffness_x -> ik_stiffness_x:    float    IK stiffness around the X axis
PoseBone.ik_stiffness_y -> ik_stiffness_y:    float    IK stiffness around the Y axis
PoseBone.ik_stiffness_z -> ik_stiffness_z:    float    IK stiffness around the Z axis
PoseBone.ik_stretch -> ik_stretch:    float    Allow scaling of the bone for IK
PoseBone.location -> location:    float    
PoseBone.matrix -> matrix:    float, (read-only)    Final 4x4 matrix for this channel
PoseBone.matrix_channel -> matrix_channel:    float, (read-only)    4x4 matrix, before constraints
PoseBone.matrix_local -> matrix_local:    float    Matrix representing the parent relative location, scale and rotation. Provides an alternative access to these properties.
PoseBone.motion_path -> motion_path:    pointer, (read-only)    Motion Path for this element
PoseBone.name -> name:    string    
PoseBone.parent -> parent:    pointer, (read-only)    Parent of this pose bone
PoseBone.rotation_axis_angle -> rotation_axis_angle:    float    Angle of Rotation for Axis-Angle rotation representation
PoseBone.rotation_euler -> rotation_euler:    float    Rotation in Eulers
PoseBone.rotation_mode -> rotation_mode:    enum    
PoseBone.rotation_quaternion -> rotation_quaternion:    float    Rotation in Quaternions
PoseBone.scale -> scale:    float    
PoseBone.tail -> tail:    float, (read-only)    Location of tail of the channel's bone
PoseBoneConstraints.active -> active:    pointer    Active PoseChannel constraint
PoseTemplate.name -> name:    string    
PoseTemplateSettings.active_template_index -> active_template_index:    int    
PoseTemplateSettings.templates -> templates:    collection, (read-only)    
Property.description -> description:    string, (read-only)    Description of the property for tooltips
Property.identifier -> identifier:    string, (read-only)    Unique name used in the code and scripting
Property.name -> name:    string, (read-only)    Human readable name
Property.srna -> srna:    pointer, (read-only)    Struct definition used for properties assigned to this item
Property.subtype -> subtype:    enum, (read-only)    Semantic interpretation of the property
Property.type -> type:    enum, (read-only)    Data type of the property
Property.unit -> unit:    enum, (read-only)    Type of units for this property
PropertyActuator.mode -> mode:    enum    
PropertyActuator.object -> object:    pointer    Copy from this Object
PropertyActuator.object_property -> object_property:    string    Copy this property
PropertyActuator.property -> property:    string    The name of the property
PropertyActuator.value -> value:    string    The value to use, use "" around strings
PropertySensor.evaluation_type -> evaluation_type:    enum    Type of property evaluation
PropertySensor.max_value -> value_max:    string    Specify maximum value in Interval type
PropertySensor.min_value -> value_min:    string    Specify minimum value in Interval type
PropertySensor.property -> property:    string    
PropertySensor.value -> value:    string    Check for this value in types in Equal or Not Equal types
PythonConstraint.number_of_targets -> number_of_targets:    int    Usually only 1-3 are needed
PythonConstraint.targets -> targets:    collection, (read-only)    Target Objects
PythonConstraint.text -> text:    pointer    The text object that contains the Python script
PythonController.mode -> mode:    enum    Python script type (textblock or module - faster)
PythonController.module -> module:    string    Module name and function to run e.g. "someModule.main". Internal texts and external python files can be used
PythonController.text -> text:    pointer    Text datablock with the python script
RGBANodeSocket.default_value -> default_value:    float    Default value of the socket when no link is attached
RGBANodeSocket.name -> name:    string, (read-only)    Socket name
RadarSensor.angle -> angle:    float    Opening angle of the radar cone
RadarSensor.axis -> axis:    enum    Specify along which axis the radar cone is cast
RadarSensor.distance -> distance:    float    Depth of the radar cone
RadarSensor.property -> property:    string    Only look for Objects with this property
RandomActuator.chance -> chance:    float    Pick a number between 0 and 1. Success if you stay below this value
RandomActuator.distribution -> distribution:    enum    Choose the type of distribution
RandomActuator.float_max -> float_max:    float    Choose a number from a range. Upper boundary of the range
RandomActuator.float_mean -> float_mean:    float    A normal distribution. Mean of the distribution
RandomActuator.float_min -> float_min:    float    Choose a number from a range. Lower boundary of the range
RandomActuator.float_value -> float_value:    float    Always return this number
RandomActuator.half_life_time -> half_life_time:    float    Negative exponential dropoff
RandomActuator.int_max -> int_max:    int    Choose a number from a range. Upper boundary of the range
RandomActuator.int_mean -> int_mean:    float    Expected mean value of the distribution
RandomActuator.int_min -> int_min:    int    Choose a number from a range. Lower boundary of the range
RandomActuator.int_value -> int_value:    int    Always return this number
RandomActuator.property -> property:    string    Assign the random value to this property
RandomActuator.seed -> seed:    int    Initial seed of the random generator. Use Python for more freedom (choose 0 for not random)
RandomActuator.standard_derivation -> standard_derivation:    float    A normal distribution. Standard deviation of the distribution
RandomSensor.seed -> seed:    int    Initial seed of the generator. (Choose 0 for not random)
RaySensor.axis -> axis:    enum    Specify along which axis the ray is cast
RaySensor.material -> material:    string    Only look for Objects with this material
RaySensor.property -> property:    string    Only look for Objects with this property
RaySensor.range -> range:    float    Sense objects no farther than this distance
RaySensor.ray_type -> ray_type:    enum    Toggle collision on material or property
Region.height -> height:    int, (read-only)    Region height
Region.id -> id:    int, (read-only)    Unique ID for this region
Region.type -> type:    enum, (read-only)    Type of this region
Region.width -> width:    int, (read-only)    Region width
RegionView3D.perspective_matrix -> perspective_matrix:    float, (read-only)    Current perspective matrix of the 3D region
RegionView3D.view_distance -> view_distance:    float    Distance to the view location
RegionView3D.view_location -> view_location:    float    View pivot location
RegionView3D.view_matrix -> view_matrix:    float, (read-only)    Current view matrix of the 3D region
RegionView3D.view_perspective -> view_perspective:    enum    View Perspective
RegionView3D.view_rotation -> view_rotation:    float    Rotation in quaternions (keep normalized)
RenderEngine.bl_idname -> bl_idname:    string    
RenderEngine.bl_label -> bl_label:    string    
RenderLayer.light_override -> light_override:    pointer, (read-only)    Group to override all other lights in this render layer
RenderLayer.material_override -> material_override:    pointer, (read-only)    Material to override all other materials in this render layer
RenderLayer.name -> name:    string, (read-only)    Render layer name
RenderLayer.passes -> passes:    collection, (read-only)    
RenderLayer.rect -> rect:    float    
RenderPass.channel_id -> channel_id:    string, (read-only)    
RenderPass.channels -> channels:    int, (read-only)    
RenderPass.name -> name:    string, (read-only)    
RenderPass.rect -> rect:    float    
RenderPass.type -> type:    enum, (read-only)    
RenderResult.layers -> layers:    collection, (read-only)    
RenderResult.resolution_x -> resolution_x:    int, (read-only)    
RenderResult.resolution_y -> resolution_y:    int, (read-only)    
RenderSettings.active_layer_index -> active_layer_index:    int    Active index in render layer array
RenderSettings.alpha_mode -> alpha_mode:    enum    Representation of alpha information in the RGBA pixels
RenderSettings.antialiasing_samples -> antialiasing_samples:    enum    Amount of anti-aliasing samples per pixel
RenderSettings.bake_aa_mode -> bake_aa_mode:    enum    
RenderSettings.bake_bias -> bake_bias:    float    Bias towards faces further away from the object (in blender units)
RenderSettings.bake_distance -> bake_distance:    float    Maximum distance from active object to other object (in blender units
RenderSettings.bake_margin -> bake_margin:    int    Amount of pixels to extend the baked result with, as post process filter
RenderSettings.bake_normal_space -> bake_normal_space:    enum    Choose normal space for baking
RenderSettings.bake_quad_split -> bake_quad_split:    enum    Choose the method used to split a quad into 2 triangles for baking
RenderSettings.bake_type -> bake_type:    enum    Choose shading information to bake into the image
RenderSettings.border_max_x -> border_max_x:    float    Sets maximum X value for the render border
RenderSettings.border_max_y -> border_max_y:    float    Sets maximum Y value for the render border
RenderSettings.border_min_x -> border_min_x:    float    Sets minimum X value to for the render border
RenderSettings.border_min_y -> border_min_y:    float    Sets minimum Y value for the render border
RenderSettings.cineon_black -> cineon_black:    int    Log conversion reference blackpoint
RenderSettings.cineon_gamma -> cineon_gamma:    float    Log conversion gamma
RenderSettings.cineon_white -> cineon_white:    int    Log conversion reference whitepoint
RenderSettings.color_mode -> color_mode:    enum    Choose BW for saving greyscale images, RGB for saving red, green and blue channels, AND RGBA for saving red, green, blue + alpha channels
RenderSettings.display_mode -> display_mode:    enum    Select where rendered images will be displayed
RenderSettings.dither_intensity -> dither_intensity:    float    Amount of dithering noise added to the rendered image to break up banding
RenderSettings.edge_color -> edge_color:    float    
RenderSettings.edge_threshold -> edge_threshold:    int    Threshold for drawing outlines on geometry edges
RenderSettings.engine -> engine:    enum    Engine to use for rendering
RenderSettings.field_order -> field_order:    enum    Order of video fields. Select which lines get rendered first, to create smooth motion for TV output
RenderSettings.file_extension -> file_extension:    string, (read-only)    The file extension used for saving renders
RenderSettings.file_format -> file_format:    enum    File format to save the rendered images as
RenderSettings.file_quality -> file_quality:    int    Quality of JPEG images, AVI Jpeg and SGI movies
RenderSettings.filter_size -> filter_size:    float    Pixel width over which the reconstruction filter combines samples
RenderSettings.fps -> fps:    int    Framerate, expressed in frames per second
RenderSettings.fps_base -> fps_base:    float    Framerate base
RenderSettings.layers -> layers:    collection, (read-only)    
RenderSettings.motion_blur_samples -> motion_blur_samples:    int    Number of scene samples to take with motion blur
RenderSettings.motion_blur_shutter -> motion_blur_shutter:    float    Time taken in frames between shutter open and close
RenderSettings.octree_resolution -> octree_resolution:    enum    Resolution of raytrace accelerator. Use higher resolutions for larger scenes
RenderSettings.output_path -> output_path:    string    Directory/name to save animations, # characters defines the position and length of frame numbers
RenderSettings.parts_x -> parts_x:    int    Number of horizontal tiles to use while rendering
RenderSettings.parts_y -> parts_y:    int    Number of vertical tiles to use while rendering
RenderSettings.pixel_aspect_x -> pixel_aspect_x:    float    Horizontal aspect ratio - for anamorphic or non-square pixel output
RenderSettings.pixel_aspect_y -> pixel_aspect_y:    float    Vertical aspect ratio - for anamorphic or non-square pixel output
RenderSettings.pixel_filter -> pixel_filter:    enum    Reconstruction filter used for combining anti-aliasing samples
RenderSettings.raytrace_structure -> raytrace_structure:    enum    Type of raytrace accelerator structure
RenderSettings.resolution_percentage -> resolution_percentage:    int    Percentage scale for render resolution
RenderSettings.resolution_x -> resolution_x:    int    Number of horizontal pixels in the rendered image
RenderSettings.resolution_y -> resolution_y:    int    Number of vertical pixels in the rendered image
RenderSettings.sequencer_gl_preview -> sequencer_gl_preview:    enum    Method to draw in the sequencer view
RenderSettings.sequencer_gl_render -> sequencer_gl_render:    enum    Method to draw in the sequencer view
RenderSettings.simplify_ao_sss -> simplify_ao_sss:    float    Global approximate AA and SSS quality factor
RenderSettings.simplify_child_particles -> simplify_child_particles:    float    Global child particles percentage
RenderSettings.simplify_shadow_samples -> simplify_shadow_samples:    int    Global maximum shadow samples
RenderSettings.simplify_subdivision -> simplify_subdivision:    int    Global maximum subdivision level
RenderSettings.stamp_background -> stamp_background:    float    Color to use behind stamp text
RenderSettings.stamp_font_size -> stamp_font_size:    int    Size of the font used when rendering stamp text
RenderSettings.stamp_foreground -> stamp_foreground:    float    Color to use for stamp text
RenderSettings.stamp_note_text -> stamp_note_text:    string    Custom text to appear in the stamp note
RenderSettings.threads -> threads:    int    Number of CPU threads to use simultaneously while rendering (for multi-core/CPU systems)
RenderSettings.threads_mode -> threads_mode:    enum    Determine the amount of render threads used
RigidBodyJointConstraint.axis_x -> axis_x:    float    Rotate pivot on X axis in degrees
RigidBodyJointConstraint.axis_y -> axis_y:    float    Rotate pivot on Y axis in degrees
RigidBodyJointConstraint.axis_z -> axis_z:    float    Rotate pivot on Z axis in degrees
RigidBodyJointConstraint.child -> child:    pointer    Child object
RigidBodyJointConstraint.pivot_type -> pivot_type:    enum    
RigidBodyJointConstraint.pivot_x -> pivot_x:    float    Offset pivot on X
RigidBodyJointConstraint.pivot_y -> pivot_y:    float    Offset pivot on Y
RigidBodyJointConstraint.pivot_z -> pivot_z:    float    Offset pivot on Z
RigidBodyJointConstraint.target -> target:    pointer    Target Object
SPHFluidSettings.buoyancy -> buoyancy:    float    
SPHFluidSettings.fluid_radius -> fluid_radius:    float    Fluid interaction Radius
SPHFluidSettings.rest_density -> rest_density:    float    Density
SPHFluidSettings.rest_length -> rest_length:    float    The Spring Rest Length (factor of interaction radius)
SPHFluidSettings.spring_k -> spring_k:    float    Spring force constant
SPHFluidSettings.stiffness_k -> stiffness_k:    float    Constant K - Stiffness
SPHFluidSettings.stiffness_knear -> stiffness_knear:    float    Repulsion factor: stiffness_knear
SPHFluidSettings.viscosity_beta -> viscosity_beta:    float    Square viscosity factor
SPHFluidSettings.viscosity_omega -> viscosity_omega:    float    Linear viscosity
Scene.active_keying_set -> active_keying_set:    pointer    Active Keying Set used to insert/delete keyframes
Scene.active_keying_set_index -> active_keying_set_index:    int    Current Keying Set index (negative for 'builtin' and positive for 'absolute')
Scene.all_keying_sets -> all_keying_sets:    collection, (read-only)    All Keying Sets available for use (builtins and Absolute Keying Sets for this Scene)
Scene.animation_data -> animation_data:    pointer, (read-only)    Animation data for this datablock
Scene.bases -> bases:    collection, (read-only)    
Scene.camera -> camera:    pointer    Active camera used for rendering the scene
Scene.cursor_location -> cursor_location:    float    3D cursor location
Scene.distance_model -> distance_model:    enum    Distance model for distance attenuation calculation
Scene.doppler_factor -> doppler_factor:    float    Pitch factor for Doppler effect calculation
Scene.frame_current -> frame_current:    int    
Scene.frame_end -> frame_end:    int    Final frame of the playback/rendering range
Scene.frame_start -> frame_start:    int    First frame of the playback/rendering range
Scene.frame_step -> frame_step:    int    Number of frames to skip forward while rendering/playing back each frame
Scene.game_data -> game_data:    pointer, (read-only)    
Scene.gravity -> gravity:    float    Constant acceleration in a given direction
Scene.grease_pencil -> grease_pencil:    pointer    Grease Pencil datablock
Scene.keying_sets -> keying_sets:    collection, (read-only)    Absolute Keying Sets for this Scene
Scene.network_render -> network_render:    pointer, (read-only)    Network Render Settings
Scene.nodetree -> nodetree:    pointer, (read-only)    Compositing node tree
Scene.objects -> objects:    collection, (read-only)    
Scene.orientations -> orientations:    collection, (read-only)    
Scene.pose_templates -> pose_templates:    pointer, (read-only)    Pose Template Settings
Scene.pov_radio_adc_bailout -> pov_radio_adc_bailout:    float    The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results
Scene.pov_radio_brightness -> pov_radio_intensity:    float    Amount objects are brightened before being returned upwards to the rest of the system
Scene.pov_radio_count -> pov_radio_count:    int    Number of rays that are sent out whenever a new radiosity value has to be calculated
Scene.pov_radio_error_bound -> pov_radio_error_bound:    float    One of the two main speed/quality tuning values, lower values are more accurate
Scene.pov_radio_gray_threshold -> pov_radio_gray_threshold:    float    One of the two main speed/quality tuning values, lower values are more accurate
Scene.pov_radio_low_error_factor -> pov_radio_low_error_factor:    float    If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting
Scene.pov_radio_minimum_reuse -> pov_radio_minimum_reuse:    float    Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors)
Scene.pov_radio_nearest_count -> pov_radio_nearest_count:    int    Number of old ambient values blended together to create a new interpolated value
Scene.pov_radio_recursion_limit -> pov_radio_recursion_limit:    int    how many recursion levels are used to calculate the diffuse inter-reflection
Scene.preview_range_frame_end -> preview_range_frame_end:    int    Alternative end frame for UI playback
Scene.preview_range_frame_start -> preview_range_frame_start:    int    Alternative start frame for UI playback
Scene.render -> render:    pointer, (read-only)    
Scene.sequence_editor -> sequence_editor:    pointer, (read-only)    
Scene.set -> set:    pointer    Background set scene
Scene.speed_of_sound -> speed_of_sound:    float    Speed of sound for Doppler effect calculation
Scene.stamp_note -> stamp_note:    string    User define note for the render stamping
Scene.sync_mode -> sync_mode:    enum    How to sync playback
Scene.timeline_markers -> timeline_markers:    collection, (read-only)    Markers used in all timelines for the current scene
Scene.tool_settings -> tool_settings:    pointer, (read-only)    
Scene.unit_settings -> unit_settings:    pointer, (read-only)    Unit editing settings
Scene.world -> world:    pointer    World used for rendering the scene
SceneActuator.camera -> camera:    pointer    Set this Camera. Leave empty to refer to self object
SceneActuator.mode -> mode:    enum    
SceneActuator.scene -> scene:    pointer    Set the Scene to be added/removed/paused/resumed
SceneBases.active -> active:    pointer    Active object base in the scene
SceneGameData.activity_culling_box_radius -> activity_culling_box_radius:    float    Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled
SceneGameData.depth -> depth:    int    Displays bit depth of full screen display
SceneGameData.dome_angle -> dome_angle:    int    Field of View of the Dome - it only works in mode Fisheye and Truncated
SceneGameData.dome_buffer_resolution -> dome_buffer_resolution:    float    Buffer Resolution - decrease it to increase speed
SceneGameData.dome_mode -> dome_mode:    enum    Dome physical configurations
SceneGameData.dome_tesselation -> dome_tesselation:    int    Tessellation level - check the generated mesh in wireframe mode
SceneGameData.dome_text -> dome_text:    pointer    Custom Warp Mesh data file
SceneGameData.dome_tilt -> dome_tilt:    int    Camera rotation in horizontal axis
SceneGameData.eye_separation -> eye_separation:    float    Set the distance between the eyes - the camera focal length/30 should be fine
SceneGameData.fps -> fps:    int    The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate
SceneGameData.framing_color -> frame_color:    float    Set colour of the bars
SceneGameData.framing_type -> frame_type:    enum    Select the type of Framing you want
SceneGameData.frequency -> frequency:    int    Displays clock frequency of fullscreen display
SceneGameData.logic_step_max -> logic_step_max:    int    Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics
SceneGameData.material_mode -> material_mode:    enum    Material mode to use for rendering
SceneGameData.occlusion_culling_resolution -> occlusion_culling_resolution:    float    The size of the occlusion buffer in pixel, use higher value for better precision (slower)
SceneGameData.physics_engine -> physics_engine:    enum    Physics engine used for physics simulation in the game engine
SceneGameData.physics_gravity -> physics_gravity:    float    Gravitational constant used for physics simulation in the game engine
SceneGameData.physics_step_max -> physics_step_max:    int    Sets the maximum number of physics step per game frame if graphics slows down the game, higher value allows physics to keep up with realtime
SceneGameData.physics_step_sub -> physics_step_sub:    int    Sets the number of simulation substep per physic timestep, higher value give better physics precision
SceneGameData.resolution_x -> resolution_x:    int    Number of horizontal pixels in the screen
SceneGameData.resolution_y -> resolution_y:    int    Number of vertical pixels in the screen
SceneGameData.stereo -> stereo:    enum    
SceneGameData.stereo_mode -> stereo_mode:    enum    Stereographic techniques
SceneObjects.active -> active:    pointer    Active object for this scene
SceneRenderLayer.light_override -> light_override:    pointer    Group to override all other lights in this render layer
SceneRenderLayer.material_override -> material_override:    pointer    Material to override all other materials in this render layer
SceneRenderLayer.name -> name:    string    Render layer name
SceneSequence.animation_end_offset -> animation_end_offset:    int    Animation end offset (trim end)
SceneSequence.animation_start_offset -> animation_start_offset:    int    Animation start offset (trim start)
SceneSequence.color_balance -> color_balance:    pointer, (read-only)    
SceneSequence.crop -> crop:    pointer, (read-only)    
SceneSequence.multiply_colors -> multiply_colors:    float    
SceneSequence.proxy -> proxy:    pointer, (read-only)    
SceneSequence.scene -> scene:    pointer    Scene that this sequence uses
SceneSequence.scene_camera -> scene_camera:    pointer    Override the scenes active camera
SceneSequence.strobe -> strobe:    float    Only display every nth frame
SceneSequence.transform -> transform:    pointer, (read-only)    
Scopes.accuracy -> accuracy:    float    Proportion of original image source pixel lines to sample
Scopes.histogram -> histogram:    pointer, (read-only)    Histogram for viewing image statistics
Scopes.vectorscope_alpha -> vectorscope_alpha:    float    Opacity of the points
Scopes.waveform_alpha -> waveform_alpha:    float    Opacity of the points
Scopes.waveform_mode -> waveform_mode:    enum    
Screen.areas -> areas:    collection, (read-only)    Areas the screen is subdivided into
Screen.scene -> scene:    pointer    Active scene to be edited in the screen
ScrewModifier.angle -> angle:    float    Angle of revolution
ScrewModifier.axis -> axis:    enum    Screw axis
ScrewModifier.iterations -> iterations:    int    Number of times to apply the screw operation
ScrewModifier.object -> object:    pointer    Object to define the screw axis
ScrewModifier.render_steps -> render_steps:    int    Number of steps in the revolution
ScrewModifier.screw_offset -> screw_offset:    float    Offset the revolution along its axis
ScrewModifier.steps -> steps:    int    Number of steps in the revolution
Sensor.frequency -> frequency:    int    Delay between repeated pulses(in logic tics, 0=no delay)
Sensor.name -> name:    string    Sensor name
Sensor.type -> type:    enum    
Sequence.blend_mode -> blend_type:    enum    
Sequence.blend_opacity -> blend_opacity:    float    
Sequence.channel -> channel:    int    Y position of the sequence strip
Sequence.effect_fader -> effect_fader:    float    
Sequence.frame_final_end -> frame_final_end:    int    End frame displayed in the sequence editor after offsets are applied
Sequence.frame_final_length -> frame_final_length:    int    The length of the contents of this strip before the handles are applied
Sequence.frame_final_start -> frame_final_start:    int    Start frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frame
Sequence.frame_length -> frame_length:    int, (read-only)    The length of the contents of this strip before the handles are applied
Sequence.frame_offset_end -> frame_offset_end:    int, (read-only)    
Sequence.frame_offset_start -> frame_offset_start:    int, (read-only)    
Sequence.frame_start -> frame_start:    int    
Sequence.frame_still_end -> frame_still_end:    int, (read-only)    
Sequence.frame_still_start -> frame_still_start:    int, (read-only)    
Sequence.name -> name:    string    
Sequence.speed_fader -> speed_fader:    float    
Sequence.type -> type:    enum, (read-only)    
SequenceColorBalance.gain -> gain:    float    Color balance gain (highlights)
SequenceColorBalance.gamma -> gamma:    float    Color balance gamma (midtones)
SequenceColorBalance.lift -> lift:    float    Color balance lift (shadows)
SequenceCrop.bottom -> bottom:    int    
SequenceCrop.left -> left:    int    
SequenceCrop.right -> right:    int    
SequenceCrop.top -> top:    int    
SequenceEditor.active_strip -> active_strip:    pointer    
SequenceEditor.meta_stack -> meta_stack:    collection, (read-only)    Meta strip stack, last is currently edited meta strip
SequenceEditor.overlay_frame -> overlay_frame:    int    Sequencers active strip
SequenceEditor.sequences -> sequences:    collection, (read-only)    
SequenceEditor.sequences_all -> sequences_all:    collection, (read-only)    
SequenceElement.filename -> filename:    string    
SequenceProxy.directory -> directory:    string    Location to store the proxy files
SequenceProxy.filepath -> filepath:    string    Location of custom proxy file
SequenceTransform.offset_x -> offset_x:    int    
SequenceTransform.offset_y -> offset_y:    int    
ShaderNode.type -> type:    enum, (read-only)    
ShaderNodeExtendedMaterial.material -> material:    pointer    
ShaderNodeGeometry.color_layer -> color_layer:    string    
ShaderNodeGeometry.uv_layer -> uv_layer:    string    
ShaderNodeMapping.location -> location:    float    Location offset for the input coordinate
ShaderNodeMapping.maximum -> max:    float    Maximum value to clamp coordinate to
ShaderNodeMapping.minimum -> min:    float    Minimum value to clamp coordinate to
ShaderNodeMapping.rotation -> rotation:    float    Rotation offset for the input coordinate
ShaderNodeMapping.scale -> scale:    float    Scale adjustment for the input coordinate
ShaderNodeMaterial.material -> material:    pointer    
ShaderNodeMath.operation -> operation:    enum    
ShaderNodeMixRGB.blend_type -> blend_type:    enum    
ShaderNodeRGBCurve.mapping -> mapping:    pointer, (read-only)    
ShaderNodeTexture.node_output -> node_output:    int    For node-based textures, which output node to use
ShaderNodeTexture.texture -> texture:    pointer    
ShaderNodeValToRGB.color_ramp -> color_ramp:    pointer, (read-only)    
ShaderNodeVectorCurve.mapping -> mapping:    pointer, (read-only)    
ShaderNodeVectorMath.operation -> operation:    enum    
ShapeActionActuator.action -> action:    pointer    
ShapeActionActuator.blendin -> blendin:    int    Number of frames of motion blending
ShapeActionActuator.frame_end -> frame_end:    int    
ShapeActionActuator.frame_property -> frame_property:    string    Assign the action's current frame number to this property
ShapeActionActuator.frame_start -> frame_start:    int    
ShapeActionActuator.mode -> mode:    enum    Action playback type
ShapeActionActuator.priority -> priority:    int    Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack
ShapeActionActuator.property -> property:    string    Use this property to define the Action position
ShapeKey.data -> data:    collection, (read-only)    
ShapeKey.frame -> frame:    float, (read-only)    Frame for absolute keys
ShapeKey.interpolation -> interpolation:    enum    Interpolation type
ShapeKey.name -> name:    string    
ShapeKey.relative_key -> relative_key:    pointer    Shape used as a relative key
ShapeKey.slider_max -> slider_max:    float    Maximum for slider
ShapeKey.slider_min -> slider_min:    float    Minimum for slider
ShapeKey.value -> value:    float    Value of shape key at the current frame
ShapeKey.vertex_group -> vertex_group:    string    Vertex weight group, to blend with basis shape
ShapeKeyBezierPoint.co -> co:    float    
ShapeKeyBezierPoint.handle_1_co -> handle_1_co:    float    
ShapeKeyBezierPoint.handle_2_co -> handle_2_co:    float    
ShapeKeyCurvePoint.co -> co:    float    
ShapeKeyCurvePoint.tilt -> tilt:    float    
ShapeKeyPoint.co -> co:    float    
ShrinkwrapConstraint.distance -> distance:    float    Distance to Target
ShrinkwrapConstraint.shrinkwrap_type -> shrinkwrap_type:    enum    Selects type of shrinkwrap algorithm for target position
ShrinkwrapConstraint.target -> target:    pointer    Target Object
ShrinkwrapModifier.auxiliary_target -> auxiliary_target:    pointer    Additional mesh target to shrink to
ShrinkwrapModifier.mode -> mode:    enum    
ShrinkwrapModifier.offset -> offset:    float    Distance to keep from the target
ShrinkwrapModifier.subsurf_levels -> subsurf_levels:    int    Number of subdivisions that must be performed before extracting vertices' positions and normals
ShrinkwrapModifier.target -> target:    pointer    Mesh target to shrink to
ShrinkwrapModifier.vertex_group -> vertex_group:    string    Vertex group name
SimpleDeformModifier.factor -> factor:    float    
SimpleDeformModifier.limits -> limits:    float    Lower/Upper limits for deform
SimpleDeformModifier.mode -> mode:    enum    
SimpleDeformModifier.origin -> origin:    pointer    Origin of modifier space coordinates
SimpleDeformModifier.vertex_group -> vertex_group:    string    Vertex group name
SmokeDomainSettings.alpha -> alpha:    float    Higher value results in sinking smoke
SmokeDomainSettings.amplify -> amplify:    int    Enhance the resolution of smoke by this factor using noise
SmokeDomainSettings.beta -> beta:    float    Higher value results in faster rising smoke
SmokeDomainSettings.coll_group -> coll_group:    pointer    Limit collisions to this group
SmokeDomainSettings.dissolve_speed -> dissolve_speed:    int    Dissolve Speed
SmokeDomainSettings.eff_group -> eff_group:    pointer    Limit effectors to this group
SmokeDomainSettings.effector_weights -> effector_weights:    pointer, (read-only)    
SmokeDomainSettings.fluid_group -> fluid_group:    pointer    Limit fluid objects to this group
SmokeDomainSettings.maxres -> maxres:    int    Maximal resolution used in the fluid domain
SmokeDomainSettings.noise_type -> noise_type:    enum    Noise method which is used for creating the high resolution
SmokeDomainSettings.point_cache_high -> point_cache_high:    pointer, (read-only)    
SmokeDomainSettings.point_cache_low -> point_cache_low:    pointer, (read-only)    
SmokeDomainSettings.smoke_cache_comp -> smoke_cache_comp:    enum    Compression method to be used
SmokeDomainSettings.smoke_cache_high_comp -> smoke_cache_high_comp:    enum    Compression method to be used
SmokeDomainSettings.strength -> strength:    float    Strength of wavelet noise
SmokeFlowSettings.density -> density:    float    
SmokeFlowSettings.psys -> psys:    pointer    Particle systems emitted from the object
SmokeFlowSettings.temperature -> temperature:    float    Temperature difference to ambient temperature
SmokeModifier.coll_settings -> coll_settings:    pointer, (read-only)    
SmokeModifier.domain_settings -> domain_settings:    pointer, (read-only)    
SmokeModifier.flow_settings -> flow_settings:    pointer, (read-only)    
SmokeModifier.smoke_type -> smoke_type:    enum    
SmoothModifier.factor -> factor:    float    
SmoothModifier.repeat -> repeat:    int    
SmoothModifier.vertex_group -> vertex_group:    string    Vertex group name
SoftBodyModifier.point_cache -> point_cache:    pointer, (read-only)    
SoftBodyModifier.settings -> settings:    pointer, (read-only)    
SoftBodySettings.aero -> aero:    float    Make edges 'sail'
SoftBodySettings.aerodynamics_type -> aerodynamics_type:    enum    Method of calculating aerodynamic interaction
SoftBodySettings.ball_damp -> ball_damp:    float    Blending to inelastic collision
SoftBodySettings.ball_size -> ball_size:    float    Absolute ball size or factor if not manual adjusted
SoftBodySettings.ball_stiff -> ball_stiff:    float    Ball inflating pressure
SoftBodySettings.bending -> bend:    float    Bending Stiffness
SoftBodySettings.choke -> choke:    int    'Viscosity' inside collision target
SoftBodySettings.collision_type -> collision_type:    enum    Choose Collision Type
SoftBodySettings.damp -> damp:    float    Edge spring friction
SoftBodySettings.effector_weights -> effector_weights:    pointer, (read-only)    
SoftBodySettings.error_limit -> error_limit:    float    The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed
SoftBodySettings.friction -> friction:    float    General media friction for point movements
SoftBodySettings.fuzzy -> fuzzy:    int    Fuzziness while on collision, high values make collsion handling faster but less stable
SoftBodySettings.goal_default -> goal_default:    float    Default Goal (vertex target position) value, when no Vertex Group used
SoftBodySettings.goal_friction -> goal_friction:    float    Goal (vertex target position) friction
SoftBodySettings.goal_max -> goal_max:    float    Goal maximum, vertex weights are scaled to match this range
SoftBodySettings.goal_min -> goal_min:    float    Goal minimum, vertex weights are scaled to match this range
SoftBodySettings.goal_spring -> goal_spring:    float    Goal (vertex target position) spring stiffness
SoftBodySettings.goal_vertex_group -> goal_vertex_group:    string    Control point weight values
SoftBodySettings.gravity -> gravity:    float    Apply gravitation to point movement
SoftBodySettings.lcom -> lcom:    float    Location of Center of mass
SoftBodySettings.lrot -> lrot:    float    Estimated rotation matrix
SoftBodySettings.lscale -> lscale:    float    Estimated scale matrix
SoftBodySettings.mass -> mass:    float    General Mass value
SoftBodySettings.mass_vertex_group -> mass_vertex_group:    string    Control point mass values
SoftBodySettings.maxstep -> step_max:    int    Maximal # solver steps/frame
SoftBodySettings.minstep -> step_min:    int    Minimal # solver steps/frame
SoftBodySettings.plastic -> plastic:    float    Permanent deform
SoftBodySettings.pull -> pull:    float    Edge spring stiffness when longer than rest length
SoftBodySettings.push -> push:    float    Edge spring stiffness when shorter than rest length
SoftBodySettings.shear -> shear:    float    Shear Stiffness
SoftBodySettings.speed -> speed:    float    Tweak timing for physics to control frequency and speed
SoftBodySettings.spring_length -> spring_length:    float    Alter spring length to shrink/blow up (unit %) 0 to disable
SoftBodySettings.spring_vertex_group -> spring_vertex_group:    string    Control point spring strength values
SolidifyModifier.edge_crease_inner -> edge_crease_inner:    float    Assign a crease to inner edges
SolidifyModifier.edge_crease_outer -> edge_crease_outer:    float    Assign a crease to outer edges
SolidifyModifier.edge_crease_rim -> edge_crease_rim:    float    Assign a crease to the edges making up the rim
SolidifyModifier.offset -> offset:    float    
SolidifyModifier.thickness -> thickness:    float    Thickness of the shell
SolidifyModifier.vertex_group -> vertex_group:    string    Vertex group name
Sound.filepath -> filepath:    string    Sound sample file used by this Sound datablock
Sound.packed_file -> packed_file:    pointer, (read-only)    
SoundActuator.cone_inner_angle_3d -> cone_inner_angle_3d:    float    The angle of the inner cone
SoundActuator.cone_outer_angle_3d -> cone_outer_angle_3d:    float    The angle of the outer cone
SoundActuator.cone_outer_gain_3d -> cone_outer_gain_3d:    float    The gain outside the outer cone. The gain in the outer cone will be interpolated between this value and the normal gain in the inner cone
SoundActuator.max_distance_3d -> distance_3d_max:    float    The maximum distance at which you can hear the sound
SoundActuator.maximum_gain_3d -> gain_3d_max:    float    The maximum gain of the sound, no matter how near it is
SoundActuator.minimum_gain_3d -> gain_3d_min:    float    The minimum gain of the sound, no matter how far it is away
SoundActuator.mode -> mode:    enum    
SoundActuator.pitch -> pitch:    float    Sets the pitch of the sound
SoundActuator.reference_distance_3d -> reference_distance_3d:    float    The distance where the sound has a gain of 1.0
SoundActuator.rolloff_factor_3d -> rolloff_factor_3d:    float    The influence factor on volume depending on distance
SoundActuator.sound -> sound:    pointer    
SoundActuator.volume -> volume:    float    Sets the initial volume of the sound
SoundSequence.animation_end_offset -> animation_end_offset:    int    Animation end offset (trim end)
SoundSequence.animation_start_offset -> animation_start_offset:    int    Animation start offset (trim start)
SoundSequence.attenuation -> attenuation:    float    Attenuation in dezibel
SoundSequence.filepath -> filepath:    string    
SoundSequence.sound -> sound:    pointer, (read-only)    Sound datablock used by this sequence
SoundSequence.volume -> volume:    float    Playback volume of the sound
Space.type -> type:    enum, (read-only)    Space data type
SpaceConsole.console_type -> console_type:    enum    Console type
SpaceConsole.font_size -> font_size:    int    Font size to use for displaying the text
SpaceConsole.history -> history:    collection, (read-only)    Command history
SpaceConsole.language -> language:    string    Command line prompt language
SpaceConsole.prompt -> prompt:    string    Command line prompt
SpaceConsole.scrollback -> scrollback:    collection, (read-only)    Command output
SpaceConsole.selection_end -> selection_end:    int    
SpaceConsole.selection_start -> selection_start:    int    
SpaceDopeSheetEditor.action -> action:    pointer    Action displayed and edited in this space
SpaceDopeSheetEditor.autosnap -> autosnap:    enum    Automatic time snapping settings for transformations
SpaceDopeSheetEditor.dopesheet -> dopesheet:    pointer, (read-only)    Settings for filtering animation data
SpaceDopeSheetEditor.mode -> mode:    enum    Editing context being displayed
SpaceFileBrowser.params -> params:    pointer, (read-only)    Parameters and Settings for the Filebrowser
SpaceGraphEditor.autosnap -> autosnap:    enum    Automatic time snapping settings for transformations
SpaceGraphEditor.cursor_value -> cursor_value:    float    Graph Editor 2D-Value cursor - Y-Value component
SpaceGraphEditor.dopesheet -> dopesheet:    pointer, (read-only)    Settings for filtering animation data
SpaceGraphEditor.mode -> mode:    enum    Editing context being displayed
SpaceGraphEditor.pivot_point -> pivot_point:    enum    Pivot center for rotation/scaling
SpaceImageEditor.curves -> curves:    pointer, (read-only)    Color curve mapping to use for displaying the image
SpaceImageEditor.draw_channels -> draw_channels:    enum    Channels of the image to draw
SpaceImageEditor.grease_pencil -> grease_pencil:    pointer    Grease pencil data for this space
SpaceImageEditor.image -> image:    pointer    Image displayed and edited in this space
SpaceImageEditor.image_user -> image_user:    pointer, (read-only)    Parameters defining which layer, pass and frame of the image is displayed
SpaceImageEditor.sample_histogram -> sample_histogram:    pointer, (read-only)    Sampled colors along line
SpaceImageEditor.scopes -> scopes:    pointer, (read-only)    Scopes to visualize image statistics.
SpaceImageEditor.uv_editor -> uv_editor:    pointer, (read-only)    UV editor settings
SpaceNLA.autosnap -> autosnap:    enum    Automatic time snapping settings for transformations
SpaceNLA.dopesheet -> dopesheet:    pointer, (read-only)    Settings for filtering animation data
SpaceNodeEditor.id -> id:    pointer, (read-only)    Datablock whose nodes are being edited
SpaceNodeEditor.id_from -> id_from:    pointer, (read-only)    Datablock from which the edited datablock is linked
SpaceNodeEditor.nodetree -> nodetree:    pointer, (read-only)    Node tree being displayed and edited
SpaceNodeEditor.texture_type -> texture_type:    enum    Type of data to take texture from
SpaceNodeEditor.tree_type -> tree_type:    enum    Node tree type to display and edit
SpaceOutliner.display_filter -> display_filter:    string    Live search filtering string
SpaceOutliner.display_mode -> display_mode:    enum    Type of information to display
SpaceProperties.align -> align:    enum    Arrangement of the panels
SpaceProperties.context -> context:    enum    Type of active data to display and edit
SpaceProperties.pin_id -> pin_id:    pointer    
SpaceSequenceEditor.display_channel -> display_channel:    int    The channel number shown in the image preview. 0 is the result of all strips combined
SpaceSequenceEditor.display_mode -> display_mode:    enum    The view mode to use for displaying sequencer output
SpaceSequenceEditor.draw_overexposed -> draw_overexposed:    int    Show overexposed areas with zebra stripes
SpaceSequenceEditor.grease_pencil -> grease_pencil:    pointer, (read-only)    Grease pencil data for this space
SpaceSequenceEditor.offset_x -> offset_x:    float    Offsets image horizontally from the view center
SpaceSequenceEditor.offset_y -> offset_y:    float    Offsets image horizontally from the view center
SpaceSequenceEditor.proxy_render_size -> proxy_render_size:    enum    Draw preview using full resolution or different proxy resolutions
SpaceSequenceEditor.view_type -> view_type:    enum    The type of the Sequencer view (sequencer, preview or both)
SpaceSequenceEditor.zoom -> zoom:    float    Display zoom level
SpaceTextEditor.find_text -> find_text:    string    Text to search for with the find tool
SpaceTextEditor.font_size -> font_size:    int    Font size to use for displaying the text
SpaceTextEditor.replace_text -> replace_text:    string    Text to replace selected text with using the replace tool
SpaceTextEditor.tab_width -> tab_width:    int    Number of spaces to display tabs with
SpaceTextEditor.text -> text:    pointer    Text displayed and edited in this space
SpaceUVEditor.cursor_location -> cursor_location:    float    2D cursor location for this view
SpaceUVEditor.draw_stretch_type -> draw_stretch_type:    enum    Type of stretch to draw
SpaceUVEditor.edge_draw_type -> edge_draw_type:    enum    Draw type for drawing UV edges
SpaceUVEditor.pivot -> pivot:    enum    Rotation/Scaling Pivot
SpaceUVEditor.sticky_selection_mode -> sticky_selection_mode:    enum    Automatically select also UVs sharing the same vertex as the ones being selected
SpaceUserPreferences.filter -> filter:    string    Search term for filtering in the UI
SpaceView3D.background_images -> background_images:    collection, (read-only)    List of background images
SpaceView3D.camera -> camera:    pointer    Active camera used in this view (when unlocked from the scene's active camera)
SpaceView3D.clip_end -> clip_end:    float    3D View far clipping distance
SpaceView3D.clip_start -> clip_start:    float    3D View near clipping distance
SpaceView3D.current_orientation -> current_orientation:    pointer, (read-only)    Current Transformation orientation
SpaceView3D.cursor_location -> cursor_location:    float    3D cursor location for this view (dependent on local view setting)
SpaceView3D.grid_lines -> grid_lines:    int    The number of grid lines to display in perspective view
SpaceView3D.grid_spacing -> grid_spacing:    float    The distance between 3D View grid lines
SpaceView3D.grid_subdivisions -> grid_subdivisions:    int    The number of subdivisions between grid lines
SpaceView3D.lens -> lens:    float    Lens angle (mm) in perspective view
SpaceView3D.local_view -> local_view:    pointer, (read-only)    Display an isolated sub-set of objects, apart from the scene visibility
SpaceView3D.lock_bone -> lock_bone:    string    3D View center is locked to this bone's position
SpaceView3D.lock_object -> lock_object:    pointer    3D View center is locked to this object's position
SpaceView3D.pivot_point -> pivot_point:    enum    Pivot center for rotation/scaling
SpaceView3D.region_3d -> region_3d:    pointer, (read-only)    3D region in this space, in case of quad view the camera region
SpaceView3D.region_quadview -> region_quadview:    pointer, (read-only)    3D region that defines the quad view settings
SpaceView3D.transform_orientation -> transform_orientation:    enum    Transformation orientation
SpaceView3D.viewport_shading -> viewport_shade:    enum    Method to display/shade objects in the 3D View
SpeedControlSequence.global_speed -> global_speed:    float    
Spline.bezier_points -> bezier_points:    collection, (read-only)    Collection of points for bezier curves only
Spline.character_index -> character_index:    int, (read-only)    Location of this character in the text data (only for text curves)
Spline.material_index -> material_index:    int    
Spline.order_u -> order_u:    int    Nurbs order in the U direction (For splines and surfaces), Higher values let points influence a greater area
Spline.order_v -> order_v:    int    Nurbs order in the V direction (For surfaces only), Higher values let points influence a greater area
Spline.point_count_u -> point_count_u:    int, (read-only)    Total number points for the curve or surface in the U direction
Spline.point_count_v -> point_count_v:    int, (read-only)    Total number points for the surface on the V direction
Spline.points -> points:    collection, (read-only)    Collection of points that make up this poly or nurbs spline
Spline.radius_interpolation -> radius_interpolation:    enum    The type of radius interpolation for Bezier curves
Spline.resolution_u -> resolution_u:    int    Curve or Surface subdivisions per segment
Spline.resolution_v -> resolution_v:    int    Surface subdivisions per segment
Spline.tilt_interpolation -> tilt_interpolation:    enum    The type of tilt interpolation for 3D, Bezier curves
Spline.type -> type:    enum    The interpolation type for this curve element
SplineIKConstraint.chain_length -> chain_length:    int    How many bones are included in the chain
SplineIKConstraint.joint_bindings -> joint_bindings:    float    (EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages
SplineIKConstraint.target -> target:    pointer    Curve that controls this relationship
SplineIKConstraint.xz_scaling_mode -> xz_scale_mode:    enum    Method used for determining the scaling of the X and Z axes of the bones
SplinePoint.co -> co:    float    Point coordinates
SplinePoint.radius -> radius:    float, (read-only)    Radius for bevelling
SplinePoint.tilt -> tilt:    float    Tilt in 3D View
SplinePoint.weight -> weight:    float    Nurbs weight
SplinePoint.weight_softbody -> weight_softbody:    float    Softbody goal weight
SpotLamp.compression_threshold -> compression_threshold:    float    Deep shadow map compression threshold
SpotLamp.falloff_curve -> falloff_curve:    pointer, (read-only)    Custom Lamp Falloff Curve
SpotLamp.falloff_type -> falloff_type:    enum    Intensity Decay with distance
SpotLamp.halo_intensity -> halo_intensity:    float    Brightness of the spotlight's halo cone  (Buffer Shadows)
SpotLamp.halo_step -> halo_step:    int    Volumetric halo sampling frequency
SpotLamp.linear_attenuation -> linear_attenuation:    float    Linear distance attenuation
SpotLamp.quadratic_attenuation -> quadratic_attenuation:    float    Quadratic distance attenuation
SpotLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold:    float    Threshold for Adaptive Sampling (Raytraced shadows)
SpotLamp.shadow_buffer_bias -> shadow_buffer_bias:    float    Shadow buffer sampling bias
SpotLamp.shadow_buffer_clip_end -> shadow_buffer_clip_end:    float    Shadow map clip end beyond which objects will not generate shadows
SpotLamp.shadow_buffer_clip_start -> shadow_buffer_clip_start:    float    Shadow map clip start: objects closer will not generate shadows
SpotLamp.shadow_buffer_samples -> shadow_buffer_samples:    int    Number of shadow buffer samples
SpotLamp.shadow_buffer_size -> shadow_buffer_size:    int    Resolution of the shadow buffer, higher values give crisper shadows but use more memory
SpotLamp.shadow_buffer_soft -> shadow_buffer_soft:    float    Size of shadow buffer sampling area
SpotLamp.shadow_buffer_type -> shadow_buffer_type:    enum    Type of shadow buffer
SpotLamp.shadow_color -> shadow_color:    float    Color of shadows cast by the lamp
SpotLamp.shadow_filter_type -> shadow_filter_type:    enum    Type of shadow filter (Buffer Shadows)
SpotLamp.shadow_method -> shadow_method:    enum    Method to compute lamp shadow with
SpotLamp.shadow_ray_samples -> shadow_ray_samples:    int    Amount of samples taken extra (samples x samples)
SpotLamp.shadow_ray_sampling_method -> shadow_ray_sample_method:    enum    Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
SpotLamp.shadow_sample_buffers -> shadow_sample_buffers:    enum    Number of shadow buffers to render for better AA, this increases memory usage
SpotLamp.shadow_soft_size -> shadow_soft_size:    float    Light size for ray shadow sampling (Raytraced shadows)
SpotLamp.spot_blend -> spot_blend:    float    The softness of the spotlight edge
SpotLamp.spot_size -> spot_size:    float    Angle of the spotlight beam in degrees
StateActuator.operation -> operation:    enum    Select the bit operation on object state mask
StretchToConstraint.bulge -> bulge:    float    Factor between volume variation and stretching
StretchToConstraint.head_tail -> head_tail:    float    Target along length of bone: Head=0, Tail=1
StretchToConstraint.keep_axis -> keep_axis:    enum    Axis to maintain during stretch
StretchToConstraint.original_length -> original_length:    float    Length at rest position
StretchToConstraint.subtarget -> subtarget:    string    
StretchToConstraint.target -> target:    pointer    Target Object
StretchToConstraint.volume -> volume:    enum    Maintain the object's volume as it stretches
StringProperty.default -> default:    string, (read-only)    string default value
StringProperty.max_length -> length_max:    int, (read-only)    Maximum length of the string, 0 means unlimited
Struct.base -> base:    pointer, (read-only)    Struct definition this is derived from
Struct.description -> description:    string, (read-only)    Description of the Struct's purpose
Struct.functions -> functions:    collection, (read-only)    
Struct.identifier -> identifier:    string, (read-only)    Unique name used in the code and scripting
Struct.name -> name:    string, (read-only)    Human readable name
Struct.name_property -> name_property:    pointer, (read-only)    Property that gives the name of the struct
Struct.nested -> nested:    pointer, (read-only)    Struct in which this struct is always nested, and to which it logically belongs
Struct.properties -> properties:    collection, (read-only)    Properties in the struct
StucciTexture.noise_basis -> noise_basis:    enum    Sets the noise basis used for turbulence
StucciTexture.noise_size -> noise_size:    float    Sets scaling for noise input
StucciTexture.noise_type -> noise_type:    enum    
StucciTexture.stype -> stype:    enum    
StucciTexture.turbulence -> turbulence:    float    Sets the turbulence of the bandnoise and ringnoise types
SubsurfModifier.levels -> levels:    int    Number of subdivisions to perform
SubsurfModifier.render_levels -> render_levels:    int    Number of subdivisions to perform when rendering
SubsurfModifier.subdivision_type -> subdivision_type:    enum    Selects type of subdivision algorithm
SunLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold:    float    Threshold for Adaptive Sampling (Raytraced shadows)
SunLamp.shadow_color -> shadow_color:    float    Color of shadows cast by the lamp
SunLamp.shadow_method -> shadow_method:    enum    Method to compute lamp shadow with
SunLamp.shadow_ray_samples -> shadow_ray_samples:    int    Amount of samples taken extra (samples x samples)
SunLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method:    enum    Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
SunLamp.shadow_soft_size -> shadow_soft_size:    float    Light size for ray shadow sampling (Raytraced shadows)
SunLamp.sky -> sky:    pointer, (read-only)    Sky related settings for sun lamps
TexMapping.location -> location:    float    
TexMapping.maximum -> max:    float    Maximum value for clipping
TexMapping.minimum -> min:    float    Minimum value for clipping
TexMapping.rotation -> rotation:    float    
TexMapping.scale -> scale:    float    
Text.current_character -> current_character:    int, (read-only)    Index of current character in current line, and also start index of character in selection if one exists
Text.current_line -> current_line:    pointer, (read-only)    Current line, and start line of selection if one exists
Text.filepath -> filepath:    string    Filename of the text file
Text.lines -> lines:    collection, (read-only)    Lines of text
Text.markers -> markers:    collection, (read-only)    Text markers highlighting part of the text
Text.selection_end_character -> selection_end_character:    int, (read-only)    Index of character after end of selection in the selection end line
Text.selection_end_line -> selection_end_line:    pointer, (read-only)    End line of selection
TextBox.height -> height:    float    
TextBox.width -> width:    float    
TextBox.x -> x:    float    
TextBox.y -> y:    float    
TextCurve.active_textbox -> active_textbox:    int    
TextCurve.body -> body:    string    contents of this text object
TextCurve.edit_format -> edit_format:    pointer, (read-only)    Editing settings character formatting
TextCurve.family -> family:    string    Use Blender Objects as font characters. Give font objects a common name followed by the character it represents, eg. familya, familyb etc, and turn on Verts Duplication
TextCurve.font -> font:    pointer    
TextCurve.line_dist -> line_distance:    float    
TextCurve.offset_x -> offset_x:    float    Horizontal offset from the object origin
TextCurve.offset_y -> offset_y:    float    Vertical offset from the object origin
TextCurve.shear -> shear:    float    Italic angle of the characters
TextCurve.spacemode -> spacemode:    enum    Text align from the object center
TextCurve.spacing -> spacing:    float    
TextCurve.text_on_curve -> text_on_curve:    pointer    Curve deforming text object
TextCurve.text_size -> text_size:    float    
TextCurve.textboxes -> textboxes:    collection, (read-only)    
TextCurve.ul_height -> ul_height:    float    
TextCurve.ul_position -> ul_position:    float    Vertical position of underline
TextCurve.word_spacing -> word_spacing:    float    
TextLine.line -> line:    string    Text in the line
TextMarker.color -> color:    float    Color to display the marker with
TextMarker.end -> end:    int, (read-only)    Start position of the marker in the line
TextMarker.group -> group:    int, (read-only)    
TextMarker.line -> line:    int, (read-only)    Line in which the marker is located
TextMarker.start -> start:    int, (read-only)    Start position of the marker in the line
Texture.animation_data -> animation_data:    pointer, (read-only)    Animation data for this datablock
Texture.brightness -> intensity:    float    
Texture.color_ramp -> color_ramp:    pointer, (read-only)    
Texture.contrast -> contrast:    float    
Texture.factor_blue -> factor_blue:    float    
Texture.factor_green -> factor_green:    float    
Texture.factor_red -> factor_red:    float    
Texture.node_tree -> node_tree:    pointer, (read-only)    Node tree for node-based textures
Texture.saturation -> saturation:    float    
Texture.type -> type:    enum    
TextureNode.type -> type:    enum, (read-only)    
TextureNodeBricks.offset -> offset:    float    
TextureNodeBricks.offset_frequency -> offset_frequency:    int    Offset every N rows
TextureNodeBricks.squash -> squash:    float    
TextureNodeBricks.squash_frequency -> squash_frequency:    int    Squash every N rows
TextureNodeCurveRGB.mapping -> mapping:    pointer, (read-only)    
TextureNodeCurveTime.curve -> curve:    pointer, (read-only)    
TextureNodeCurveTime.end -> end:    int    
TextureNodeCurveTime.start -> start:    int    
TextureNodeImage.image -> image:    pointer    
TextureNodeMath.operation -> operation:    enum    
TextureNodeMixRGB.blend_type -> blend_type:    enum    
TextureNodeOutput.output_name -> output_name:    string    
TextureNodeTexture.node_output -> node_output:    int    For node-based textures, which output node to use
TextureNodeTexture.texture -> texture:    pointer    
TextureNodeValToRGB.color_ramp -> color_ramp:    pointer, (read-only)    
TextureSlot.blend_type -> blend_type:    enum    
TextureSlot.color -> color:    float    The default color for textures that don't return RGB
TextureSlot.default_value -> default_value:    float    Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard
TextureSlot.name -> name:    string, (read-only)    Texture slot name
TextureSlot.offset -> offset:    float    Fine tunes texture mapping X, Y and Z locations
TextureSlot.output_node -> output_node:    enum    Which output node to use, for node-based textures
TextureSlot.size -> size:    float    Sets scaling for the texture's X, Y and Z sizes
TextureSlot.texture -> texture:    pointer    Texture datablock used by this texture slot
Theme.bone_color_sets -> bone_color_sets:    collection, (read-only)    
Theme.console -> console:    pointer, (read-only)    
Theme.dopesheet_editor -> dopesheet_editor:    pointer, (read-only)    
Theme.file_browser -> file_browser:    pointer, (read-only)    
Theme.graph_editor -> graph_editor:    pointer, (read-only)    
Theme.image_editor -> image_editor:    pointer, (read-only)    
Theme.info -> info:    pointer, (read-only)    
Theme.logic_editor -> logic_editor:    pointer, (read-only)    
Theme.name -> name:    string    Name of the theme
Theme.nla_editor -> nla_editor:    pointer, (read-only)    
Theme.node_editor -> node_editor:    pointer, (read-only)    
Theme.outliner -> outliner:    pointer, (read-only)    
Theme.properties -> properties:    pointer, (read-only)    
Theme.sequence_editor -> sequence_editor:    pointer, (read-only)    
Theme.text_editor -> text_editor:    pointer, (read-only)    
Theme.theme_area -> theme_area:    enum    
Theme.timeline -> timeline:    pointer, (read-only)    
Theme.user_interface -> user_interface:    pointer, (read-only)    
Theme.user_preferences -> user_preferences:    pointer, (read-only)    
Theme.view_3d -> view_3d:    pointer, (read-only)    
ThemeAudioWindow.back -> back:    float    
ThemeAudioWindow.button -> button:    float    
ThemeAudioWindow.button_text -> button_text:    float    
ThemeAudioWindow.button_text_hi -> button_text_hi:    float    
ThemeAudioWindow.button_title -> button_title:    float    
ThemeAudioWindow.frame_current -> frame_current:    float    
ThemeAudioWindow.grid -> grid:    float    
ThemeAudioWindow.header -> header:    float    
ThemeAudioWindow.header_text -> header_text:    float    
ThemeAudioWindow.header_text_hi -> header_text_hi:    float    
ThemeAudioWindow.text -> text:    float    
ThemeAudioWindow.text_hi -> text_hi:    float    
ThemeAudioWindow.title -> title:    float    
ThemeAudioWindow.window_sliders -> window_sliders:    float    
ThemeBoneColorSet.active -> active:    float    Color used for active bones
ThemeBoneColorSet.normal -> normal:    float    Color used for the surface of bones
ThemeBoneColorSet.selected -> select:    float    Color used for selected bones
ThemeConsole.back -> back:    float    
ThemeConsole.button -> button:    float    
ThemeConsole.button_text -> button_text:    float    
ThemeConsole.button_text_hi -> button_text_hi:    float    
ThemeConsole.button_title -> button_title:    float    
ThemeConsole.cursor -> cursor:    float    
ThemeConsole.header -> header:    float    
ThemeConsole.header_text -> header_text:    float    
ThemeConsole.header_text_hi -> header_text_hi:    float    
ThemeConsole.line_error -> line_error:    float    
ThemeConsole.line_info -> line_info:    float    
ThemeConsole.line_input -> line_input:    float    
ThemeConsole.line_output -> line_output:    float    
ThemeConsole.text -> text:    float    
ThemeConsole.text_hi -> text_hi:    float    
ThemeConsole.title -> title:    float    
ThemeDopeSheet.active_channels_group -> active_channels_group:    float    
ThemeDopeSheet.back -> back:    float    
ThemeDopeSheet.button -> button:    float    
ThemeDopeSheet.button_text -> button_text:    float    
ThemeDopeSheet.button_text_hi -> button_text_hi:    float    
ThemeDopeSheet.button_title -> button_title:    float    
ThemeDopeSheet.channel_group -> channel_group:    float    
ThemeDopeSheet.channels -> channels:    float    
ThemeDopeSheet.channels_selected -> channels_selected:    float    
ThemeDopeSheet.dopesheet_channel -> dopesheet_channel:    float    
ThemeDopeSheet.dopesheet_subchannel -> dopesheet_subchannel:    float    
ThemeDopeSheet.frame_current -> frame_current:    float    
ThemeDopeSheet.grid -> grid:    float    
ThemeDopeSheet.header -> header:    float    
ThemeDopeSheet.header_text -> header_text:    float    
ThemeDopeSheet.header_text_hi -> header_text_hi:    float    
ThemeDopeSheet.list -> list:    float    
ThemeDopeSheet.list_text -> list_text:    float    
ThemeDopeSheet.list_text_hi -> list_text_hi:    float    
ThemeDopeSheet.list_title -> list_title:    float    
ThemeDopeSheet.long_key -> long_key:    float    
ThemeDopeSheet.long_key_selected -> long_key_selected:    float    
ThemeDopeSheet.text -> text:    float    
ThemeDopeSheet.text_hi -> text_hi:    float    
ThemeDopeSheet.title -> title:    float    
ThemeDopeSheet.value_sliders -> value_sliders:    float    
ThemeDopeSheet.view_sliders -> view_sliders:    float    
ThemeFileBrowser.active_file -> active_file:    float    
ThemeFileBrowser.active_file_text -> active_file_text:    float    
ThemeFileBrowser.back -> back:    float    
ThemeFileBrowser.button -> button:    float    
ThemeFileBrowser.button_text -> button_text:    float    
ThemeFileBrowser.button_text_hi -> button_text_hi:    float    
ThemeFileBrowser.button_title -> button_title:    float    
ThemeFileBrowser.header -> header:    float    
ThemeFileBrowser.header_text -> header_text:    float    
ThemeFileBrowser.header_text_hi -> header_text_hi:    float    
ThemeFileBrowser.list -> list:    float    
ThemeFileBrowser.list_text -> list_text:    float    
ThemeFileBrowser.list_text_hi -> list_text_hi:    float    
ThemeFileBrowser.list_title -> list_title:    float    
ThemeFileBrowser.scroll_handle -> scroll_handle:    float    
ThemeFileBrowser.scrollbar -> scrollbar:    float    
ThemeFileBrowser.selected_file -> selected_file:    float    
ThemeFileBrowser.text -> text:    float    
ThemeFileBrowser.text_hi -> text_hi:    float    
ThemeFileBrowser.tiles -> tiles:    float    
ThemeFileBrowser.title -> title:    float    
ThemeFontStyle.font_kerning_style -> font_kerning_style:    enum    Which style to use for font kerning
ThemeFontStyle.points -> points:    int    
ThemeFontStyle.shadow -> shadow:    int    Shadow size in pixels (0, 3 and 5 supported)
ThemeFontStyle.shadowalpha -> shadowalpha:    float    
ThemeFontStyle.shadowcolor -> shadowcolor:    float    Shadow color in grey value
ThemeFontStyle.shadx -> shadow_offset_x:    int    Shadow offset in pixels
ThemeFontStyle.shady -> shadow_offset_y:    int    Shadow offset in pixels
ThemeGraphEditor.active_channels_group -> active_channels_group:    float    
ThemeGraphEditor.back -> back:    float    
ThemeGraphEditor.button -> button:    float    
ThemeGraphEditor.button_text -> button_text:    float    
ThemeGraphEditor.button_text_hi -> button_text_hi:    float    
ThemeGraphEditor.button_title -> button_title:    float    
ThemeGraphEditor.channel_group -> channel_group:    float    
ThemeGraphEditor.channels_region -> channels_region:    float    
ThemeGraphEditor.dopesheet_channel -> dopesheet_channel:    float    
ThemeGraphEditor.dopesheet_subchannel -> dopesheet_subchannel:    float    
ThemeGraphEditor.frame_current -> frame_current:    float    
ThemeGraphEditor.grid -> grid:    float    
ThemeGraphEditor.handle_align -> handle_align:    float    
ThemeGraphEditor.handle_auto -> handle_auto:    float    
ThemeGraphEditor.handle_free -> handle_free:    float    
ThemeGraphEditor.handle_sel_align -> handle_sel_align:    float    
ThemeGraphEditor.handle_sel_auto -> handle_sel_auto:    float    
ThemeGraphEditor.handle_sel_free -> handle_sel_free:    float    
ThemeGraphEditor.handle_sel_vect -> handle_sel_vect:    float    
ThemeGraphEditor.handle_vect -> handle_vect:    float    
ThemeGraphEditor.handle_vertex -> handle_vertex:    float    
ThemeGraphEditor.handle_vertex_select -> handle_vertex_select:    float    
ThemeGraphEditor.handle_vertex_size -> handle_vertex_size:    int    
ThemeGraphEditor.header -> header:    float    
ThemeGraphEditor.header_text -> header_text:    float    
ThemeGraphEditor.header_text_hi -> header_text_hi:    float    
ThemeGraphEditor.lastsel_point -> lastsel_point:    float    
ThemeGraphEditor.list -> list:    float    
ThemeGraphEditor.list_text -> list_text:    float    
ThemeGraphEditor.list_text_hi -> list_text_hi:    float    
ThemeGraphEditor.list_title -> list_title:    float    
ThemeGraphEditor.panel -> panel:    float    
ThemeGraphEditor.text -> text:    float    
ThemeGraphEditor.text_hi -> text_hi:    float    
ThemeGraphEditor.title -> title:    float    
ThemeGraphEditor.vertex -> vertex:    float    
ThemeGraphEditor.vertex_select -> vertex_select:    float    
ThemeGraphEditor.vertex_size -> vertex_size:    int    
ThemeGraphEditor.window_sliders -> window_sliders:    float    
ThemeImageEditor.back -> back:    float    
ThemeImageEditor.button -> button:    float    
ThemeImageEditor.button_text -> button_text:    float    
ThemeImageEditor.button_text_hi -> button_text_hi:    float    
ThemeImageEditor.button_title -> button_title:    float    
ThemeImageEditor.editmesh_active -> editmesh_active:    float    
ThemeImageEditor.face -> face:    float    
ThemeImageEditor.face_dot -> face_dot:    float    
ThemeImageEditor.face_select -> face_select:    float    
ThemeImageEditor.facedot_size -> facedot_size:    int    
ThemeImageEditor.header -> header:    float    
ThemeImageEditor.header_text -> header_text:    float    
ThemeImageEditor.header_text_hi -> header_text_hi:    float    
ThemeImageEditor.scope_back -> scope_back:    float    
ThemeImageEditor.text -> text:    float    
ThemeImageEditor.text_hi -> text_hi:    float    
ThemeImageEditor.title -> title:    float    
ThemeImageEditor.vertex -> vertex:    float    
ThemeImageEditor.vertex_select -> vertex_select:    float    
ThemeImageEditor.vertex_size -> vertex_size:    int    
ThemeInfo.back -> back:    float    
ThemeInfo.button -> button:    float    
ThemeInfo.button_text -> button_text:    float    
ThemeInfo.button_text_hi -> button_text_hi:    float    
ThemeInfo.button_title -> button_title:    float    
ThemeInfo.header -> header:    float    
ThemeInfo.header_text -> header_text:    float    
ThemeInfo.header_text_hi -> header_text_hi:    float    
ThemeInfo.text -> text:    float    
ThemeInfo.text_hi -> text_hi:    float    
ThemeInfo.title -> title:    float    
ThemeLogicEditor.back -> back:    float    
ThemeLogicEditor.button -> button:    float    
ThemeLogicEditor.button_text -> button_text:    float    
ThemeLogicEditor.button_text_hi -> button_text_hi:    float    
ThemeLogicEditor.button_title -> button_title:    float    
ThemeLogicEditor.header -> header:    float    
ThemeLogicEditor.header_text -> header_text:    float    
ThemeLogicEditor.header_text_hi -> header_text_hi:    float    
ThemeLogicEditor.panel -> panel:    float    
ThemeLogicEditor.text -> text:    float    
ThemeLogicEditor.text_hi -> text_hi:    float    
ThemeLogicEditor.title -> title:    float    
ThemeNLAEditor.back -> back:    float    
ThemeNLAEditor.bars -> bars:    float    
ThemeNLAEditor.bars_selected -> bars_selected:    float    
ThemeNLAEditor.button -> button:    float    
ThemeNLAEditor.button_text -> button_text:    float    
ThemeNLAEditor.button_text_hi -> button_text_hi:    float    
ThemeNLAEditor.button_title -> button_title:    float    
ThemeNLAEditor.frame_current -> frame_current:    float    
ThemeNLAEditor.grid -> grid:    float    
ThemeNLAEditor.header -> header:    float    
ThemeNLAEditor.header_text -> header_text:    float    
ThemeNLAEditor.header_text_hi -> header_text_hi:    float    
ThemeNLAEditor.list -> list:    float    
ThemeNLAEditor.list_text -> list_text:    float    
ThemeNLAEditor.list_text_hi -> list_text_hi:    float    
ThemeNLAEditor.list_title -> list_title:    float    
ThemeNLAEditor.strips -> strips:    float    
ThemeNLAEditor.strips_selected -> strips_selected:    float    
ThemeNLAEditor.text -> text:    float    
ThemeNLAEditor.text_hi -> text_hi:    float    
ThemeNLAEditor.title -> title:    float    
ThemeNLAEditor.view_sliders -> view_sliders:    float    
ThemeNodeEditor.back -> back:    float    
ThemeNodeEditor.button -> button:    float    
ThemeNodeEditor.button_text -> button_text:    float    
ThemeNodeEditor.button_text_hi -> button_text_hi:    float    
ThemeNodeEditor.button_title -> button_title:    float    
ThemeNodeEditor.converter_node -> converter_node:    float    
ThemeNodeEditor.group_node -> group_node:    float    
ThemeNodeEditor.header -> header:    float    
ThemeNodeEditor.header_text -> header_text:    float    
ThemeNodeEditor.header_text_hi -> header_text_hi:    float    
ThemeNodeEditor.in_out_node -> in_out_node:    float    
ThemeNodeEditor.list -> list:    float    
ThemeNodeEditor.list_text -> list_text:    float    
ThemeNodeEditor.list_text_hi -> list_text_hi:    float    
ThemeNodeEditor.list_title -> list_title:    float    
ThemeNodeEditor.node_backdrop -> node_backdrop:    float    
ThemeNodeEditor.operator_node -> operator_node:    float    
ThemeNodeEditor.selected_text -> selected_text:    float    
ThemeNodeEditor.text -> text:    float    
ThemeNodeEditor.text_hi -> text_hi:    float    
ThemeNodeEditor.title -> title:    float    
ThemeNodeEditor.wire_select -> wire_select:    float    
ThemeNodeEditor.wires -> wires:    float    
ThemeOutliner.back -> back:    float    
ThemeOutliner.button -> button:    float    
ThemeOutliner.button_text -> button_text:    float    
ThemeOutliner.button_text_hi -> button_text_hi:    float    
ThemeOutliner.button_title -> button_title:    float    
ThemeOutliner.header -> header:    float    
ThemeOutliner.header_text -> header_text:    float    
ThemeOutliner.header_text_hi -> header_text_hi:    float    
ThemeOutliner.text -> text:    float    
ThemeOutliner.text_hi -> text_hi:    float    
ThemeOutliner.title -> title:    float    
ThemeProperties.back -> back:    float    
ThemeProperties.button -> button:    float    
ThemeProperties.button_text -> button_text:    float    
ThemeProperties.button_text_hi -> button_text_hi:    float    
ThemeProperties.button_title -> button_title:    float    
ThemeProperties.header -> header:    float    
ThemeProperties.header_text -> header_text:    float    
ThemeProperties.header_text_hi -> header_text_hi:    float    
ThemeProperties.panel -> panel:    float    
ThemeProperties.text -> text:    float    
ThemeProperties.text_hi -> text_hi:    float    
ThemeProperties.title -> title:    float    
ThemeSequenceEditor.audio_strip -> audio_strip:    float    
ThemeSequenceEditor.back -> back:    float    
ThemeSequenceEditor.button -> button:    float    
ThemeSequenceEditor.button_text -> button_text:    float    
ThemeSequenceEditor.button_text_hi -> button_text_hi:    float    
ThemeSequenceEditor.button_title -> button_title:    float    
ThemeSequenceEditor.draw_action -> draw_action:    float    
ThemeSequenceEditor.effect_strip -> effect_strip:    float    
ThemeSequenceEditor.frame_current -> frame_current:    float    
ThemeSequenceEditor.grid -> grid:    float    
ThemeSequenceEditor.header -> header:    float    
ThemeSequenceEditor.header_text -> header_text:    float    
ThemeSequenceEditor.header_text_hi -> header_text_hi:    float    
ThemeSequenceEditor.image_strip -> image_strip:    float    
ThemeSequenceEditor.keyframe -> keyframe:    float    
ThemeSequenceEditor.meta_strip -> meta_strip:    float    
ThemeSequenceEditor.movie_strip -> movie_strip:    float    
ThemeSequenceEditor.plugin_strip -> plugin_strip:    float    
ThemeSequenceEditor.scene_strip -> scene_strip:    float    
ThemeSequenceEditor.text -> text:    float    
ThemeSequenceEditor.text_hi -> text_hi:    float    
ThemeSequenceEditor.title -> title:    float    
ThemeSequenceEditor.transition_strip -> transition_strip:    float    
ThemeSequenceEditor.window_sliders -> window_sliders:    float    
ThemeStyle.grouplabel -> grouplabel:    pointer, (read-only)    
ThemeStyle.paneltitle -> paneltitle:    pointer, (read-only)    
ThemeStyle.panelzoom -> panelzoom:    float    Default zoom level for panel areas
ThemeStyle.widget -> widget:    pointer, (read-only)    
ThemeStyle.widgetlabel -> widgetlabel:    pointer, (read-only)    
ThemeTextEditor.back -> back:    float    
ThemeTextEditor.button -> button:    float    
ThemeTextEditor.button_text -> button_text:    float    
ThemeTextEditor.button_text_hi -> button_text_hi:    float    
ThemeTextEditor.button_title -> button_title:    float    
ThemeTextEditor.cursor -> cursor:    float    
ThemeTextEditor.header -> header:    float    
ThemeTextEditor.header_text -> header_text:    float    
ThemeTextEditor.header_text_hi -> header_text_hi:    float    
ThemeTextEditor.line_numbers_background -> line_numbers_background:    float    
ThemeTextEditor.scroll_bar -> scroll_bar:    float    
ThemeTextEditor.selected_text -> selected_text:    float    
ThemeTextEditor.syntax_builtin -> syntax_builtin:    float    
ThemeTextEditor.syntax_comment -> syntax_comment:    float    
ThemeTextEditor.syntax_numbers -> syntax_numbers:    float    
ThemeTextEditor.syntax_special -> syntax_special:    float    
ThemeTextEditor.syntax_string -> syntax_string:    float    
ThemeTextEditor.text -> text:    float    
ThemeTextEditor.text_hi -> text_hi:    float    
ThemeTextEditor.title -> title:    float    
ThemeTimeline.back -> back:    float    
ThemeTimeline.button -> button:    float    
ThemeTimeline.button_text -> button_text:    float    
ThemeTimeline.button_text_hi -> button_text_hi:    float    
ThemeTimeline.button_title -> button_title:    float    
ThemeTimeline.frame_current -> frame_current:    float    
ThemeTimeline.grid -> grid:    float    
ThemeTimeline.header -> header:    float    
ThemeTimeline.header_text -> header_text:    float    
ThemeTimeline.header_text_hi -> header_text_hi:    float    
ThemeTimeline.text -> text:    float    
ThemeTimeline.text_hi -> text_hi:    float    
ThemeTimeline.title -> title:    float    
ThemeUserInterface.icon_file -> icon_file:    string    
ThemeUserInterface.wcol_box -> wcol_box:    pointer, (read-only)    
ThemeUserInterface.wcol_list_item -> wcol_list_item:    pointer, (read-only)    
ThemeUserInterface.wcol_menu -> wcol_menu:    pointer, (read-only)    
ThemeUserInterface.wcol_menu_back -> wcol_menu_back:    pointer, (read-only)    
ThemeUserInterface.wcol_menu_item -> wcol_menu_item:    pointer, (read-only)    
ThemeUserInterface.wcol_num -> wcol_num:    pointer, (read-only)    
ThemeUserInterface.wcol_numslider -> wcol_numslider:    pointer, (read-only)    
ThemeUserInterface.wcol_option -> wcol_option:    pointer, (read-only)    
ThemeUserInterface.wcol_progress -> wcol_progress:    pointer, (read-only)    
ThemeUserInterface.wcol_pulldown -> wcol_pulldown:    pointer, (read-only)    
ThemeUserInterface.wcol_radio -> wcol_radio:    pointer, (read-only)    
ThemeUserInterface.wcol_regular -> wcol_regular:    pointer, (read-only)    
ThemeUserInterface.wcol_scroll -> wcol_scroll:    pointer, (read-only)    
ThemeUserInterface.wcol_state -> wcol_state:    pointer, (read-only)    
ThemeUserInterface.wcol_text -> wcol_text:    pointer, (read-only)    
ThemeUserInterface.wcol_toggle -> wcol_toggle:    pointer, (read-only)    
ThemeUserInterface.wcol_tool -> wcol_tool:    pointer, (read-only)    
ThemeUserPreferences.back -> back:    float    
ThemeUserPreferences.button -> button:    float    
ThemeUserPreferences.button_text -> button_text:    float    
ThemeUserPreferences.button_text_hi -> button_text_hi:    float    
ThemeUserPreferences.button_title -> button_title:    float    
ThemeUserPreferences.header -> header:    float    
ThemeUserPreferences.header_text -> header_text:    float    
ThemeUserPreferences.header_text_hi -> header_text_hi:    float    
ThemeUserPreferences.text -> text:    float    
ThemeUserPreferences.text_hi -> text_hi:    float    
ThemeUserPreferences.title -> title:    float    
ThemeView3D.act_spline -> act_spline:    float    
ThemeView3D.back -> back:    float    
ThemeView3D.bone_pose -> bone_pose:    float    
ThemeView3D.bone_solid -> bone_solid:    float    
ThemeView3D.button -> button:    float    
ThemeView3D.button_text -> button_text:    float    
ThemeView3D.button_text_hi -> button_text_hi:    float    
ThemeView3D.button_title -> button_title:    float    
ThemeView3D.edge_crease -> edge_crease:    float    
ThemeView3D.edge_facesel -> edge_facesel:    float    
ThemeView3D.edge_seam -> edge_seam:    float    
ThemeView3D.edge_select -> edge_select:    float    
ThemeView3D.edge_sharp -> edge_sharp:    float    
ThemeView3D.editmesh_active -> editmesh_active:    float    
ThemeView3D.face -> face:    float    
ThemeView3D.face_dot -> face_dot:    float    
ThemeView3D.face_select -> face_select:    float    
ThemeView3D.facedot_size -> facedot_size:    int    
ThemeView3D.frame_current -> frame_current:    float    
ThemeView3D.grid -> grid:    float    
ThemeView3D.handle_align -> handle_align:    float    
ThemeView3D.handle_auto -> handle_auto:    float    
ThemeView3D.handle_free -> handle_free:    float    
ThemeView3D.handle_sel_align -> handle_sel_align:    float    
ThemeView3D.handle_sel_auto -> handle_sel_auto:    float    
ThemeView3D.handle_sel_free -> handle_sel_free:    float    
ThemeView3D.handle_sel_vect -> handle_sel_vect:    float    
ThemeView3D.handle_vect -> handle_vect:    float    
ThemeView3D.header -> header:    float    
ThemeView3D.header_text -> header_text:    float    
ThemeView3D.header_text_hi -> header_text_hi:    float    
ThemeView3D.lamp -> lamp:    float    
ThemeView3D.lastsel_point -> lastsel_point:    float    
ThemeView3D.normal -> normal:    float    
ThemeView3D.nurb_sel_uline -> nurb_sel_uline:    float    
ThemeView3D.nurb_sel_vline -> nurb_sel_vline:    float    
ThemeView3D.nurb_uline -> nurb_uline:    float    
ThemeView3D.nurb_vline -> nurb_vline:    float    
ThemeView3D.object_active -> object_active:    float    
ThemeView3D.object_grouped -> object_grouped:    float    
ThemeView3D.object_grouped_active -> object_grouped_active:    float    
ThemeView3D.object_selected -> object_selected:    float    
ThemeView3D.panel -> panel:    float    
ThemeView3D.text -> text:    float    
ThemeView3D.text_hi -> text_hi:    float    
ThemeView3D.title -> title:    float    
ThemeView3D.transform -> transform:    float    
ThemeView3D.vertex -> vertex:    float    
ThemeView3D.vertex_normal -> vertex_normal:    float    
ThemeView3D.vertex_select -> vertex_select:    float    
ThemeView3D.vertex_size -> vertex_size:    int    
ThemeView3D.wire -> wire:    float    
ThemeWidgetColors.inner -> inner:    float    
ThemeWidgetColors.inner_sel -> inner_sel:    float    
ThemeWidgetColors.item -> item:    float    
ThemeWidgetColors.outline -> outline:    float    
ThemeWidgetColors.shadedown -> shadedown:    int    
ThemeWidgetColors.shadetop -> shadetop:    int    
ThemeWidgetColors.text -> text:    float    
ThemeWidgetColors.text_sel -> text_sel:    float    
ThemeWidgetStateColors.blend -> blend:    float    
ThemeWidgetStateColors.inner_anim -> inner_anim:    float    
ThemeWidgetStateColors.inner_anim_sel -> inner_anim_sel:    float    
ThemeWidgetStateColors.inner_driven -> inner_driven:    float    
ThemeWidgetStateColors.inner_driven_sel -> inner_driven_sel:    float    
ThemeWidgetStateColors.inner_key -> inner_key:    float    
ThemeWidgetStateColors.inner_key_sel -> inner_key_sel:    float    
TimelineMarker.camera -> camera:    pointer    Camera this timeline sets to active
TimelineMarker.frame -> frame:    int    The frame on which the timeline marker appears
TimelineMarker.name -> name:    string    
ToolSettings.autokey_mode -> autokey_mode:    enum    Mode of automatic keyframe insertion for Objects and Bones
ToolSettings.edge_path_mode -> edge_path_mode:    enum    The edge flag to tag when selecting the shortest path
ToolSettings.etch_adaptive_limit -> etch_adaptive_limit:    float    Number of bones in the subdivided stroke
ToolSettings.etch_convert_mode -> etch_convert_mode:    enum    Method used to convert stroke to bones
ToolSettings.etch_length_limit -> etch_length_limit:    float    Number of bones in the subdivided stroke
ToolSettings.etch_number -> etch_number:    string    DOC BROKEN
ToolSettings.etch_roll_mode -> etch_roll_mode:    enum    Method used to adjust the roll of bones when retargeting
ToolSettings.etch_side -> etch_side:    string    DOC BROKEN
ToolSettings.etch_subdivision_number -> etch_subdivision_number:    int    Number of bones in the subdivided stroke
ToolSettings.etch_template -> etch_template:    pointer    Template armature that will be retargeted to the stroke
ToolSettings.image_paint -> image_paint:    pointer, (read-only)    
ToolSettings.normal_size -> normal_size:    float    Display size for normals in the 3D view
ToolSettings.particle_edit -> particle_edit:    pointer, (read-only)    
ToolSettings.proportional_editing -> proportional_edit:    enum    Proportional editing mode
ToolSettings.proportional_editing_falloff -> proportional_edit_falloff:    enum    Falloff type for proportional editing mode
ToolSettings.sculpt -> sculpt:    pointer, (read-only)    
ToolSettings.snap_element -> snap_element:    enum    Type of element to snap to
ToolSettings.snap_target -> snap_target:    enum    Which part to snap onto the target
ToolSettings.uv_selection_mode -> uv_selection_mode:    enum    UV selection and display mode
ToolSettings.vertex_group_weight -> vertex_group_weight:    float    Weight to assign in vertex groups
ToolSettings.vertex_paint -> vertex_paint:    pointer, (read-only)    
ToolSettings.weight_paint -> weight_paint:    pointer, (read-only)    
TouchSensor.material -> material:    pointer    Only look for objects with this material
TrackToConstraint.head_tail -> head_tail:    float    Target along length of bone: Head=0, Tail=1
TrackToConstraint.subtarget -> subtarget:    string    
TrackToConstraint.target -> target:    pointer    Target Object
TrackToConstraint.track -> track:    enum    Axis that points to the target object
TrackToConstraint.up -> up:    enum    Axis that points upward
TransformConstraint.from_max_x -> from_max_x:    float    Top range of X axis source motion
TransformConstraint.from_max_y -> from_max_y:    float    Top range of Y axis source motion
TransformConstraint.from_max_z -> from_max_z:    float    Top range of Z axis source motion
TransformConstraint.from_min_x -> from_min_x:    float    Bottom range of X axis source motion
TransformConstraint.from_min_y -> from_min_y:    float    Bottom range of Y axis source motion
TransformConstraint.from_min_z -> from_min_z:    float    Bottom range of Z axis source motion
TransformConstraint.map_from -> map_from:    enum    The transformation type to use from the target
TransformConstraint.map_to -> map_to:    enum    The transformation type to affect of the constrained object
TransformConstraint.map_to_x_from -> map_to_x_from:    enum    The source axis constrained object's X axis uses
TransformConstraint.map_to_y_from -> map_to_y_from:    enum    The source axis constrained object's Y axis uses
TransformConstraint.map_to_z_from -> map_to_z_from:    enum    The source axis constrained object's Z axis uses
TransformConstraint.subtarget -> subtarget:    string    
TransformConstraint.target -> target:    pointer    Target Object
TransformConstraint.to_max_x -> to_max_x:    float    Top range of X axis destination motion
TransformConstraint.to_max_y -> to_max_y:    float    Top range of Y axis destination motion
TransformConstraint.to_max_z -> to_max_z:    float    Top range of Z axis destination motion
TransformConstraint.to_min_x -> to_min_x:    float    Bottom range of X axis destination motion
TransformConstraint.to_min_y -> to_min_y:    float    Bottom range of Y axis destination motion
TransformConstraint.to_min_z -> to_min_z:    float    Bottom range of Z axis destination motion
TransformOrientation.matrix -> matrix:    float    
TransformOrientation.name -> name:    string    
TransformSequence.interpolation -> interpolation:    enum    
TransformSequence.rotation_start -> rotation_start:    float    
TransformSequence.scale_start_x -> scale_start_x:    float    
TransformSequence.scale_start_y -> scale_start_y:    float    
TransformSequence.translate_start_x -> translate_start_x:    float    
TransformSequence.translate_start_y -> translate_start_y:    float    
TransformSequence.translation_unit -> translation_unit:    enum    
UILayout.alignment -> alignment:    enum    
UILayout.operator_context -> operator_context:    enum    
UILayout.scale_x -> scale_x:    float    
UILayout.scale_y -> scale_y:    float    
UVProjectModifier.aspect_x -> aspect_x:    float    
UVProjectModifier.aspect_y -> aspect_y:    float    
UVProjectModifier.image -> image:    pointer    
UVProjectModifier.num_projectors -> num_projectors:    int    Number of projectors to use
UVProjectModifier.projectors -> projectors:    collection, (read-only)    
UVProjectModifier.scale_x -> scale_x:    float    
UVProjectModifier.scale_y -> scale_y:    float    
UVProjectModifier.uv_layer -> uv_layer:    string    UV layer name
UVProjector.object -> object:    pointer    Object to use as projector transform
UnitSettings.rotation_units -> rotation_units:    enum    Unit to use for displaying/editing rotation values
UnitSettings.scale_length -> scale_length:    float    Scale to use when converting between blender units and dimensions
UnitSettings.system -> system:    enum    The unit system to use for button display
UserPreferences.active_section -> active_section:    enum    Active section of the user preferences shown in the user interface
UserPreferences.addons -> addons:    collection, (read-only)    
UserPreferences.edit -> edit:    pointer, (read-only)    Settings for interacting with Blender data
UserPreferences.filepaths -> filepaths:    pointer, (read-only)    Default paths for external files
UserPreferences.inputs -> inputs:    pointer, (read-only)    Settings for input devices
UserPreferences.system -> system:    pointer, (read-only)    Graphics driver and operating system settings
UserPreferences.themes -> themes:    collection, (read-only)    
UserPreferences.uistyles -> uistyles:    collection, (read-only)    
UserPreferences.view -> view:    pointer, (read-only)    Preferences related to viewing data
UserPreferencesEdit.auto_keying_mode -> auto_keying_mode:    enum    Mode of automatic keyframe insertion for Objects and Bones
UserPreferencesEdit.grease_pencil_eraser_radius -> grease_pencil_eraser_radius:    int    Radius of eraser 'brush'
UserPreferencesEdit.grease_pencil_euclidean_distance -> grease_pencil_euclidean_distance:    int    Distance moved by mouse when drawing stroke (in pixels) to include
UserPreferencesEdit.grease_pencil_manhattan_distance -> grease_pencil_manhattan_distance:    int    Pixels moved by mouse per axis when drawing stroke
UserPreferencesEdit.keyframe_new_handle_type -> keyframe_new_handle_type:    enum    
UserPreferencesEdit.keyframe_new_interpolation_type -> keyframe_new_interpolation_type:    enum    
UserPreferencesEdit.material_link -> material_link:    enum    Toggle whether the material is linked to object data or the object block
UserPreferencesEdit.object_align -> object_align:    enum    When adding objects from a 3D View menu, either align them to that view's direction or the world coordinates
UserPreferencesEdit.undo_memory_limit -> undo_memory_limit:    int    Maximum memory usage in megabytes (0 means unlimited)
UserPreferencesEdit.undo_steps -> undo_steps:    int    Number of undo steps available (smaller values conserve memory)
UserPreferencesFilePaths.animation_player -> animation_player:    string    Path to a custom animation/frame sequence player
UserPreferencesFilePaths.animation_player_preset -> animation_player_preset:    enum    Preset configs for external animation players
UserPreferencesFilePaths.auto_save_time -> auto_save_time:    int    The time (in minutes) to wait between automatic temporary saves
UserPreferencesFilePaths.fonts_directory -> fonts_directory:    string    The default directory to search for loading fonts
UserPreferencesFilePaths.image_editor -> image_editor:    string    Path to an image editor
UserPreferencesFilePaths.python_scripts_directory -> python_scripts_directory:    string    The default directory to search for Python scripts (resets python module search path: sys.path)
UserPreferencesFilePaths.recent_files -> recent_files:    int    Maximum number of recently opened files to remember
UserPreferencesFilePaths.render_output_directory -> render_output_directory:    string    The default directory for rendering output
UserPreferencesFilePaths.save_version -> save_version:    int    The number of old versions to maintain in the current directory, when manually saving
UserPreferencesFilePaths.sequence_plugin_directory -> sequence_plugin_directory:    string    The default directory to search for sequence plugins
UserPreferencesFilePaths.sounds_directory -> sounds_directory:    string    The default directory to search for sounds
UserPreferencesFilePaths.temporary_directory -> temporary_directory:    string    The directory for storing temporary save files
UserPreferencesFilePaths.texture_plugin_directory -> texture_plugin_directory:    string    The default directory to search for texture plugins
UserPreferencesFilePaths.textures_directory -> textures_directory:    string    The default directory to search for textures
UserPreferencesInput.double_click_time -> double_click_time:    int    The time (in ms) for a double click
UserPreferencesInput.edited_keymaps -> edited_keymaps:    collection, (read-only)    
UserPreferencesInput.ndof_pan_speed -> ndof_pan_speed:    int    The overall panning speed of an NDOF device, as percent of standard
UserPreferencesInput.ndof_rotate_speed -> ndof_rotate_speed:    int    The overall rotation speed of an NDOF device, as percent of standard
UserPreferencesInput.select_mouse -> select_mouse:    enum    The mouse button used for selection
UserPreferencesInput.view_rotation -> view_rotation:    enum    Rotation style in the viewport
UserPreferencesInput.zoom_axis -> zoom_axis:    enum    Axis of mouse movement to zoom in or out on
UserPreferencesInput.zoom_style -> zoom_style:    enum    Which style to use for viewport scaling
UserPreferencesSystem.audio_channels -> audio_channels:    enum    Sets the audio channel count
UserPreferencesSystem.audio_device -> audio_device:    enum    Sets the audio output device
UserPreferencesSystem.audio_mixing_buffer -> audio_mixing_buffer:    enum    Sets the number of samples used by the audio mixing buffer
UserPreferencesSystem.audio_sample_format -> audio_sample_format:    enum    Sets the audio sample format
UserPreferencesSystem.audio_sample_rate -> audio_sample_rate:    enum    Sets the audio sample rate
UserPreferencesSystem.clip_alpha -> clip_alpha:    float    Clip alpha below this threshold in the 3D textured view
UserPreferencesSystem.color_picker_type -> color_picker_type:    enum    Different styles of displaying the color picker widget
UserPreferencesSystem.dpi -> dpi:    int    Font size and resolution for display
UserPreferencesSystem.frame_server_port -> frame_server_port:    int    Frameserver Port for Frameserver Rendering
UserPreferencesSystem.gl_texture_limit -> gl_texture_limit:    enum    Limit the texture size to save graphics memory
UserPreferencesSystem.language -> language:    enum    Language use for translation
UserPreferencesSystem.memory_cache_limit -> memory_cache_limit:    int    Memory cache limit in sequencer (megabytes)
UserPreferencesSystem.prefetch_frames -> prefetch_frames:    int    Number of frames to render ahead during playback
UserPreferencesSystem.screencast_fps -> screencast_fps:    int    Frame rate for the screencast to be played back
UserPreferencesSystem.screencast_wait_time -> screencast_wait_time:    int    Time in milliseconds between each frame recorded for screencast
UserPreferencesSystem.scrollback -> scrollback:    int    Maximum number of lines to store for the console buffer
UserPreferencesSystem.solid_lights -> solid_lights:    collection, (read-only)    Lights user to display objects in solid draw mode
UserPreferencesSystem.texture_collection_rate -> texture_collection_rate:    int    Number of seconds between each run of the GL texture garbage collector
UserPreferencesSystem.texture_time_out -> texture_time_out:    int    Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep textures allocated.)
UserPreferencesSystem.weight_color_range -> weight_color_range:    pointer, (read-only)    Color range used for weight visualization in weight painting mode
UserPreferencesSystem.window_draw_method -> window_draw_method:    enum    Drawing method used by the window manager
UserPreferencesView.manipulator_handle_size -> manipulator_handle_size:    int    Size of widget handles as percentage of widget radius
UserPreferencesView.manipulator_hotspot -> manipulator_hotspot:    int    Hotspot in pixels for clicking widget handles
UserPreferencesView.manipulator_size -> manipulator_size:    int    Diameter of widget, in 10 pixel units
UserPreferencesView.mini_axis_brightness -> mini_axis_brightness:    int    The brightness of the icon
UserPreferencesView.mini_axis_size -> mini_axis_size:    int    The axis icon's size
UserPreferencesView.object_origin_size -> object_origin_size:    int    Diameter in Pixels for Object/Lamp origin display
UserPreferencesView.open_left_mouse_delay -> open_left_mouse_delay:    int    Time in 1/10 seconds to hold the Left Mouse Button before opening the toolbox
UserPreferencesView.open_right_mouse_delay -> open_right_mouse_delay:    int    Time in 1/10 seconds to hold the Right Mouse Button before opening the toolbox
UserPreferencesView.open_sublevel_delay -> open_sublevel_delay:    int    Time delay in 1/10 seconds before automatically opening sub level menus
UserPreferencesView.open_toplevel_delay -> open_toplevel_delay:    int    Time delay in 1/10 seconds before automatically opening top level menus
UserPreferencesView.properties_width_check -> properties_width_check:    int    Dual Column layout will change to single column layout when the width of the area gets below this value (needs restart to take effect)
UserPreferencesView.rotation_angle -> rotation_angle:    int    The rotation step for numerical pad keys (2 4 6 8)
UserPreferencesView.smooth_view -> smooth_view:    int    The time to animate the view in milliseconds, zero to disable
UserPreferencesView.timecode_style -> timecode_style:    enum    Format of Time Codes displayed when not displaying timing in terms of frames
UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_spacing_min:    int    Minimum number of pixels between each gridline in 2D Viewports
UserPreferencesView.wheel_scroll_lines -> wheel_scroll_lines:    int    The number of lines scrolled at a time with the mouse wheel
UserSolidLight.diffuse_color -> diffuse_color:    float    The diffuse color of the OpenGL light
UserSolidLight.direction -> direction:    float    The direction that the OpenGL light is shining
UserSolidLight.specular_color -> specular_color:    float    The color of the lights specular highlight
ValueNodeSocket.default_value -> default_value:    float    Default value of the socket when no link is attached
ValueNodeSocket.name -> name:    string, (read-only)    Socket name
VectorFont.filepath -> filepath:    string, (read-only)    
VectorFont.packed_file -> packed_file:    pointer, (read-only)    
VectorNodeSocket.default_value -> default_value:    float    Default value of the socket when no link is attached
VectorNodeSocket.name -> name:    string, (read-only)    Socket name
VertexGroup.index -> index:    int, (read-only)    Index number of the vertex group
VertexGroup.name -> name:    string    Vertex group name
VertexGroupElement.group -> group:    int, (read-only)    
VertexGroupElement.weight -> weight:    float    Vertex Weight
VoronoiTexture.coloring -> color_mode:    enum    
VoronoiTexture.distance_metric -> distance_metric:    enum    
VoronoiTexture.minkovsky_exponent -> minkovsky_exponent:    float    Minkovsky exponent
VoronoiTexture.nabla -> nabla:    float    Size of derivative offset used for calculating normal
VoronoiTexture.noise_intensity -> noise_intensity:    float    
VoronoiTexture.noise_size -> noise_size:    float    Sets scaling for noise input
VoronoiTexture.weight_1 -> weight_1:    float    Voronoi feature weight 1
VoronoiTexture.weight_2 -> weight_2:    float    Voronoi feature weight 2
VoronoiTexture.weight_3 -> weight_3:    float    Voronoi feature weight 3
VoronoiTexture.weight_4 -> weight_4:    float    Voronoi feature weight 4
VoxelData.domain_object -> domain_object:    pointer    Object used as the smoke simulation domain
VoxelData.extension -> extension:    enum    Sets how the texture is extrapolated past its original bounds
VoxelData.file_format -> file_format:    enum    Format of the source data set to render
VoxelData.intensity -> intensity:    float    Multiplier for intensity values
VoxelData.interpolation -> interpolation:    enum    Method to interpolate/smooth values between voxel cells
VoxelData.resolution -> resolution:    int    Resolution of the voxel grid
VoxelData.smoke_data_type -> smoke_data_type:    enum    Simulation value to be used as a texture
VoxelData.source_path -> source_path:    string    The external source data file to use
VoxelData.still_frame_number -> still_frame_number:    int    The frame number to always use
VoxelDataTexture.image -> image:    pointer    
VoxelDataTexture.image_user -> image_user:    pointer, (read-only)    Parameters defining which layer, pass and frame of the image is displayed
VoxelDataTexture.voxeldata -> voxeldata:    pointer, (read-only)    The voxel data associated with this texture
WaveModifier.damping_time -> damping_time:    float    
WaveModifier.falloff_radius -> falloff_radius:    float    
WaveModifier.height -> height:    float    
WaveModifier.lifetime -> lifetime:    float    
WaveModifier.narrowness -> narrowness:    float    
WaveModifier.speed -> speed:    float    
WaveModifier.start_position_object -> start_position_object:    pointer    
WaveModifier.start_position_x -> start_position_x:    float    
WaveModifier.start_position_y -> start_position_y:    float    
WaveModifier.texture -> texture:    pointer    Texture for modulating the wave
WaveModifier.texture_coordinates -> texture_coordinates:    enum    Texture coordinates used for modulating input
WaveModifier.texture_coordinates_object -> texture_coordinates_object:    pointer    
WaveModifier.time_offset -> time_offset:    float    Either the starting frame (for positive speed) or ending frame (for negative speed.)
WaveModifier.uv_layer -> uv_layer:    string    UV layer name
WaveModifier.vertex_group -> vertex_group:    string    Vertex group name for modulating the wave
WaveModifier.width -> width:    float    
Window.screen -> screen:    pointer    Active screen showing in the window
WindowManager.active_keyconfig -> active_keyconfig:    pointer    
WindowManager.default_keyconfig -> default_keyconfig:    pointer, (read-only)    
WindowManager.keyconfigs -> keyconfigs:    collection, (read-only)    Registered key configurations
WindowManager.operators -> operators:    collection, (read-only)    Operator registry
WindowManager.windows -> windows:    collection, (read-only)    Open windows
WipeSequence.angle -> angle:    float    Edge angle
WipeSequence.blur_width -> blur_width:    float    Width of the blur edge, in percentage relative to the image size
WipeSequence.direction -> direction:    enum    Wipe direction
WipeSequence.transition_type -> transition_type:    enum    
WoodTexture.nabla -> nabla:    float    Size of derivative offset used for calculating normal
WoodTexture.noise_basis -> noise_basis:    enum    Sets the noise basis used for turbulence
WoodTexture.noise_size -> noise_size:    float    Sets scaling for noise input
WoodTexture.noise_type -> noise_type:    enum    
WoodTexture.noisebasis2 -> noisebasis2:    enum    
WoodTexture.stype -> stype:    enum    
WoodTexture.turbulence -> turbulence:    float    Sets the turbulence of the bandnoise and ringnoise types
World.active_texture -> active_texture:    pointer    Active texture slot being displayed
World.active_texture_index -> active_texture_index:    int    Index of active texture slot
World.ambient_color -> ambient_color:    float    
World.animation_data -> animation_data:    pointer, (read-only)    Animation data for this datablock
World.exposure -> exposure:    float    Amount of exponential color correction for light
World.horizon_color -> horizon_color:    float    Color at the horizon
World.lighting -> lighting:    pointer, (read-only)    World lighting settings
World.mist -> mist:    pointer, (read-only)    World mist settings
World.range -> range:    float    The color range that will be mapped to 0-1
World.stars -> stars:    pointer, (read-only)    World stars settings
World.texture_slots -> texture_slots:    collection, (read-only)    Texture slots defining the mapping and influence of textures
World.zenith_color -> zenith_color:    float    Color at the zenith
WorldLighting.adapt_to_speed -> adapt_to_speed:    float    Use the speed vector pass to reduce AO samples in fast moving pixels. Higher values result in more aggressive sample reduction. Requires Vec pass enabled (for Raytrace Adaptive QMC)
WorldLighting.ao_blend_mode -> ao_blend_type:    enum    Defines how AO mixes with material shading
WorldLighting.ao_factor -> ao_factor:    float    Factor for ambient occlusion blending
WorldLighting.bias -> bias:    float    Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered)
WorldLighting.correction -> correction:    float    Ad-hoc correction for over-occlusion due to the approximation (for Approximate)
WorldLighting.distance -> distance:    float    Length of rays, defines how far away other faces give occlusion effect
WorldLighting.environment_color -> environment_color:    enum    Defines where the color of the environment light comes from
WorldLighting.environment_energy -> environment_energy:    float    Defines the strength of environment light
WorldLighting.error_tolerance -> error_tolerance:    float    Low values are slower and higher quality (for Approximate)
WorldLighting.falloff_strength -> falloff_strength:    float    Distance attenuation factor, the higher, the 'shorter' the shadows
WorldLighting.gather_method -> gather_method:    enum    
WorldLighting.indirect_bounces -> indirect_bounces:    int    Number of indirect diffuse light bounces to use for approximate ambient occlusion
WorldLighting.indirect_factor -> indirect_factor:    float    Factor for how much surrounding objects contribute to light
WorldLighting.passes -> passes:    int    Number of preprocessing passes to reduce overocclusion (for approximate ambient occlusion)
WorldLighting.sample_method -> sample_method:    enum    Method for generating shadow samples (for Raytrace)
WorldLighting.samples -> samples:    int    Amount of ray samples. Higher values give smoother results and longer rendering times
WorldLighting.threshold -> threshold:    float    Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC)
WorldMistSettings.depth -> depth:    float    The distance over which the mist effect fades in
WorldMistSettings.falloff -> falloff:    enum    Type of transition used to fade mist
WorldMistSettings.height -> height:    float    Control how much mist density decreases with height
WorldMistSettings.intensity -> intensity:    float    Intensity of the mist effect
WorldMistSettings.start -> start:    float    Starting distance of the mist, measured from the camera
WorldStarsSettings.average_separation -> average_separation:    float    Average distance between any two stars
WorldStarsSettings.color_randomization -> color_randomization:    float    Randomize star colors
WorldStarsSettings.min_distance -> distance_min:    float    Minimum distance to the camera for stars
WorldStarsSettings.size -> size:    float    Average screen dimension of stars
WorldTextureSlot.blend_factor -> blend_factor:    float    Amount texture affects color progression of the background
WorldTextureSlot.horizon_factor -> horizon_factor:    float    Amount texture affects color of the horizon
WorldTextureSlot.object -> object:    pointer    Object to use for mapping with Object texture coordinates
WorldTextureSlot.texture_coordinates -> texture_coordinates:    enum    Texture coordinates used to map the texture onto the background
WorldTextureSlot.zenith_down_factor -> zenith_down_factor:    float    Amount texture affects color of the zenith below
WorldTextureSlot.zenith_up_factor -> zenith_up_factor:    float    Amount texture affects color of the zenith above
