add AI_CONFIG_IMPORT_MD3_LOAD_SHADERS bool option
the purpose is use of this loader with idtech3 FS this requires full original material name, which euqals to Q3 shader path result of deduction is not usable inside Q3 FS at all option in general is "do not tinker with the path"
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@@ -450,6 +450,9 @@ void MD3Importer::SetupProperties(const Importer *pImp) {
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// AI_CONFIG_IMPORT_MD3_SKIN_NAME
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configSkinFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SKIN_NAME, "default"));
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// AI_CONFIG_IMPORT_MD3_LOAD_SHADERS
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configLoadShaders = (pImp->GetPropertyBool(AI_CONFIG_IMPORT_MD3_LOAD_SHADERS, true));
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// AI_CONFIG_IMPORT_MD3_SHADER_SRC
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configShaderFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SHADER_SRC, ""));
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@@ -781,7 +784,9 @@ void MD3Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
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// And check whether we can locate a shader file for this model
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Q3Shader::ShaderData shaders;
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ReadShader(shaders);
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if (configLoadShaders){
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ReadShader(shaders);
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}
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// Adjust all texture paths in the shader
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const char *header_name = pcHeader->NAME;
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@@ -863,7 +868,12 @@ void MD3Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
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std::string convertedPath;
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if (texture_name) {
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ConvertPath(texture_name, header_name, convertedPath);
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if (configLoadShaders){
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ConvertPath(texture_name, header_name, convertedPath);
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}
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else{
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convertedPath = texture_name;
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}
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}
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const Q3Shader::ShaderDataBlock *shader = nullptr;
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