* Final update copyright headers to reference license files at the repo root
Signed-off-by: spham <spham@amazon.com>
* Fix copyright validator unit tests to support the stale O3DE header scenario
Signed-off-by: spham <spham@amazon.com>
Nested slices are now detected, converted into prefabs, and the top-level prefab will get linked to the nested prefabs with the proper number of instances. However, the nested prefabs won't retain any of the slice override values or parent entity hierarchy. That will (hopefully) be added in a separate PR.
This also adds support for better relative source paths for nested prefabs. To support this, the tool now needs to connect/disconnect with the AssetProcessor to be able to turn a slice asset ID into a relative source path, so that nested templates can be looked up and converted correctly.
- Uses ToolsApplication instead of ComponentApplication so that built-in Editor components are recognized and read in correctly
- Starts up all the DynamicModules immediately so that the System Components are activated, which registers asset handlers and allows asset references to serialize in correctly
- Adds a -specialization command-line flag to specify which project specialization to use (editor, game, etc)
- Removes the filter to ignore unknown classes since they should all now be "known"
- Adds a few gem autoload flags and a null thumbnail service so that Qt and Python systems can be skipped, as they aren't needed for the data conversions and would bring additional overhead and complications