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Hi, @MadShadow- ! Unfortunately, I have to reject this PR, most of it at least. We can't drop save-game compatibility support - this is strong most reason. While not really...

Current idea is to: * bypass senses framework, for `PERC_ASSESSENTERROOM`/`PERC_ASSESSQUIETSOUND` and instead loop overs npc's in nearby. * remove `SENSE_HEAR` process from `canSense`

In G1 npc also react inaccurate (or rather do not react) on same `PERC_*`

Both cases should be fixed now, by [42770ae](https://github.com/Try/OpenGothic/commit/42770ae343203c2d90e3c1ca13dcd57500830098) One other case I'm not sure about is G1 script: ``` func void B_AssessQuietSound () { if (Npc_GetDistToItem(self, item) > PERC_DIST_DIALOG) //...

> Passive perceptions are sense-independent (they always go to all NPCs, regardless of whether they are seen/heard or not) Hm, G1-scripts? Can find this lines, for some reason. Do you...

> Asked that myself too. Found explanation by Ikarus creator some time ago: Found a better explanation in G2-scripts: ```c++ // // PERCEPTIONS ( ACTIVE ) // CONST INT PERC_ASSESSPLAYER...

> rewrite serialization to use a single file and let each class handle its own serialization This is how it was long ago, and it's terrible to support and debug....

From discord chat: ![изображение](https://github.com/Try/OpenGothic/assets/122894/713647de-c390-4633-8eb4-e846bfc59cb8)

Looks very promising! May I ask you to also check `MZ_DEFAULT_LEVEL` for completeness?

@hwnde What you after is `INTERFACE/scale`, that already been implemented as part of https://github.com/Try/OpenGothic/issues/535 For now I'm preferring to be conservative in regard 4k/HiDPI, as only hardware and OS I...