The original RGSS serialization code I ganked from SiCrane exports the Map YAML files to "YAML/MapXXX.yaml" where XXX is the map's index number (position in the map list, from top to bottom), which is also its index into the YAML/MapInfos.yaml file which contains map name information & such. It's a very safe way to generate the YAML files, since it will allow them to be ordered by the filesystem into the correct order, and it will prevent any unicode or other strange characters in a mapname from giving the filesystem fits. But it will lead to namespace collisions in the filesystem if (for example) the game has 10 maps, 2 developers both create a new map and try to merge back to trunk - they'll both be trying to send back "YAML/Map011.yaml", and this will create a merge conflict that someone will have to resolve (because the two filenames will collide).
This needs to be resolved. Unfortunately the way the serializer is written it's not going to be as fast of a fix as I thought.
The original RGSS serialization code I ganked from SiCrane exports the Map YAML files to "YAML/MapXXX.yaml" where XXX is the map's index number (position in the map list, from top to bottom), which is also its index into the YAML/MapInfos.yaml file which contains map name information & such. It's a very safe way to generate the YAML files, since it will allow them to be ordered by the filesystem into the correct order, and it will prevent any unicode or other strange characters in a mapname from giving the filesystem fits. But it will lead to namespace collisions in the filesystem if (for example) the game has 10 maps, 2 developers both create a new map and try to merge back to trunk - they'll both be trying to send back "YAML/Map011.yaml", and this will create a merge conflict that someone will have to resolve (because the two filenames will collide).
This needs to be resolved. Unfortunately the way the serializer is written it's not going to be as fast of a fix as I thought.