Cleanup: use NODE_SOCKET_API_ARRAY for array sockets
This prevents copying the arrays when setting new values in the sockets. No functional changes.
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@@ -89,10 +89,10 @@ class Hair : public Geometry {
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float4 r_keys[4]) const;
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};
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NODE_SOCKET_API(array<float3>, curve_keys)
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NODE_SOCKET_API(array<float>, curve_radius)
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NODE_SOCKET_API(array<int>, curve_first_key)
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NODE_SOCKET_API(array<int>, curve_shader)
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NODE_SOCKET_API_ARRAY(array<float3>, curve_keys)
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NODE_SOCKET_API_ARRAY(array<float>, curve_radius)
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NODE_SOCKET_API_ARRAY(array<int>, curve_first_key)
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NODE_SOCKET_API_ARRAY(array<int>, curve_shader)
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/* BVH */
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size_t curvekey_offset;
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@@ -128,7 +128,7 @@ class ImageTextureNode : public ImageSlotTextureNode {
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NODE_SOCKET_API(float, projection_blend)
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NODE_SOCKET_API(bool, animated)
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NODE_SOCKET_API(float3, vector)
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NODE_SOCKET_API(array<int>, tiles)
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NODE_SOCKET_API_ARRAY(array<int>, tiles)
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protected:
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void cull_tiles(Scene *scene, ShaderGraph *graph);
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@@ -1554,7 +1554,7 @@ class CurvesNode : public ShaderNode {
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return NODE_GROUP_LEVEL_3;
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}
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NODE_SOCKET_API(array<float3>, curves)
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NODE_SOCKET_API_ARRAY(array<float3>, curves)
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NODE_SOCKET_API(float, min_x)
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NODE_SOCKET_API(float, max_x)
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NODE_SOCKET_API(float, fac)
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@@ -1588,8 +1588,8 @@ class RGBRampNode : public ShaderNode {
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return NODE_GROUP_LEVEL_1;
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}
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NODE_SOCKET_API(array<float3>, ramp)
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NODE_SOCKET_API(array<float>, ramp_alpha)
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NODE_SOCKET_API_ARRAY(array<float3>, ramp)
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NODE_SOCKET_API_ARRAY(array<float>, ramp_alpha)
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NODE_SOCKET_API(float, fac)
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NODE_SOCKET_API(bool, interpolate)
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};
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