Fix: Incorrect rotation socket hiding in raycast node
The typo was made in 63dae2a105
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Pull Request: https://projects.blender.org/blender/blender/pulls/109352
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@ -79,7 +79,7 @@ static void node_update(bNodeTree *ntree, bNode *node)
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bNodeSocket *socket_color4f = socket_float->next;
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bNodeSocket *socket_boolean = socket_color4f->next;
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bNodeSocket *socket_int32 = socket_boolean->next;
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bNodeSocket *socket_quat = socket_boolean->next;
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bNodeSocket *socket_quat = socket_int32->next;
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bke::nodeSetSocketAvailability(ntree, socket_vector, data_type == CD_PROP_FLOAT3);
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bke::nodeSetSocketAvailability(ntree, socket_float, data_type == CD_PROP_FLOAT);
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@ -93,7 +93,7 @@ static void node_update(bNodeTree *ntree, bNode *node)
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bNodeSocket *out_socket_color4f = out_socket_float->next;
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bNodeSocket *out_socket_boolean = out_socket_color4f->next;
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bNodeSocket *out_socket_int32 = out_socket_boolean->next;
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bNodeSocket *out_socket_quat = out_socket_boolean->next;
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bNodeSocket *out_socket_quat = out_socket_int32->next;
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bke::nodeSetSocketAvailability(ntree, out_socket_vector, data_type == CD_PROP_FLOAT3);
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bke::nodeSetSocketAvailability(ntree, out_socket_float, data_type == CD_PROP_FLOAT);
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