I recreated the situation in the new snapshot, I based my findings on that. It really is floating, but the animation of it jumping up and down is not showing correctly. If you look closely you'll see it's bouncing a tiny bit. Other thing to do is to swim to it yourself, as long as you keep pressing space, you'll notice your view doesn't bounce as it used to.
Could be due to the threaded rendering, have you tried F3+A to see if they disappear?
Unable to reproduce, does the glitch still occur without using a resource pack?
The water flowing west in this case is not a bug: "If there is a hole six blocks or fewer from the point of origin, the water will tend to flow in that direction." - Minecraft wiki.
Recreated it, creeper seems to float, though the floating animation is very subtle. If you make the ceiling one block higher, it'll jump up and fall down the stream.
Confirmed. This is caused by the threaded rendering, will not occur in every case.
If the chunk you are talking about was not loaded when you switched to peaceful and back, mobs won't get removed. Switching to peaceful and back again will remove them. This will be the case for every chunk not loaded.
Probably not a bug. Experience bottles should be a bit rare/special, so I think they changed this intentionally.
Confirmed, the not selected block wil change on map and inventory when you place one, after swapping them as stated above.
Confirmed, walking on carpet raises Y position slightly, which it didn't in 14w28b.
Might be intended.
Can confirm.
Sometimes the (if I understand correctly) new rendering thread seems to have trouble syncing.
As stated above, there is a waiting time occasionally and even more rare it seems to fail removing/adding blocks.
The hitboxes are there, you still collide as well as the bounding box is drawn correctly, but the block doesn't appear.
I posted screenshots to aid my confirmation.
(Sry for the double post, still getting used to the system)
Example of persistent blocks not removed by render thread.
First one is a below view of the persisting block. The second one is me standing inside it.
You can place signs on other signs by holfding the SHIFT key. Though this still think that is unintended behaviour.
Makes placing sings on sings in creative an annoying task when you want to place them high. (A place where you need to fly to reach it)
Well, if Iron Golems attack creepers or not, it doesn't really matter anymore. Since the golem only attacks one mob at a time, every creeper near it will grief the area. From what I've experienced, this turns Iron Golems into mob lurers, while also dying pretty quickly because of the massive income of damage. Lost three villages because of creepers blowing everything up and villagers getting killed by zombies, plus getting killed alot myself. Basicly any village which has to survive the night without complete isolation by walls is doomed.