It seems that the fboEnable
setting was removed entirely in 1.14 or 1.15, because it no longer exists in options.txt when running 1.15.1. I tried adding it to get my anti-aliasing working, and it was removed upon launching the game. Because of that, this bug is no longer an issue, so this ticket can be marked as invalid once again.
Sorry for not updating; I stopped playing the game for a while.
This still occurs in 1.12.2, simply by switching to Spectator and back to Survival. I was able to see my arm in first person, but I was invisible in the inventory and third person.
Although the setting was removed, shaders are still used when spectating creepers and spiders. This report should be reopened. EDIT: Reopened by @unknown.
This issue still occurs in 1.10.2, by the way.
I don't think "if pigmen is angry and has no target then target nearest human" means this behavior is intended.
Before 1.8, pigmen would become angry only if a player hit them. If another mob hit them, only the pigman that was hurt would react. 1.8 made pigmen angered by mob attacks, resulting in them ganging up on mobs as they would on players. However, this anger state is the same state used when a player angers a pigman, so it made pigmen act angry to the player when they aren't otherwise targeting a mob. The only thing that distinguishes if a pigman is angry at players or a mob is their current target. So if their current target dies, no matter what kills it, pigmen default to attacking players.
This means the code mentioned assumes only players can anger pigmen, as it used to be in 1.7 and earlier.
Windows 8.1 user here. This affects me, too.
Also, take a look at the screenshots. They show the issue on Windows 7, 8/8.1, and 10.
@ @unknown:
That's because it's a bug with LOS (line of sight). This bug causes mobs not to use LOS at all. So yes, that bug will return, but it was never really fixed. This bug just caused it to no longer be expressed.
@ @unknown: I guess I could see how it could be the same bug (standing in a block gives a light level of 0). However, this one can be fixed without the other being fixed (have sky darkening read the light level at the eyes instead of the head). Fixing the other one will fix this one, though (removing sky darkening completely).
Of course, it's up to the mods to decide what they want to do.
@ @unknown: This bug is when the player's feet are in the ground. That bug is when the sky light at the player's location is less than 15.
@ @unknown: You might be playing on a server that's running 1.8.0 server-side. Test it in singleplayer.
This is probably because the statistic looks for a decrease in the HealF tag, while Absorption health is stored separately, in the AbsorptionAmount tag.
This would be fixed if the statistic also accounted for the AbsorptionAmount tag.
Still present in 1.8.5 and 1.8.6.
Seems to be fixed for iron doors in 1.8.4, but all wooden doors still have this problem.
Nope, not fixed at all.
This happened when I was playing on my new server two months ago. Both server and client were running vanilla 1.8.3. I was recording at the time, so I have video proof.
I haven't tested it in 1.8.4, but more likely than not it hasn't been fixed.
EDIT: I tested it on my server just now, and the bug is still there! Please reopen and add 1.8.3/1.8.4 to the affected versions.
EDIT again: The affected versions have been updated, but this wasn't reopened.
This doesn't seem to be as much of a problem in 1.8.3.
There was an area in my building world where I used about 20 "piston_extension" blocks to keep water and lava from flowing (I placed them in 1.7.2). In 1.8, I would get lag if I looked at this area. In 1.8.3, that doesn't happen anymore, even at 16 chunk render distance.
If you're wondering if they got deleted, they didn't. I just used /testforblock to check, and the blocks are still there.
Someone should do more tests to see if this is still an issue in 1.8.3. From what I can tell, it's either been fixed or causes lag only when there's a very large amount of them.
@ @unknown:
Now that I've obtained the player heads I wanted to get the other day, I see what you mean. I seem to remember in previous versions that it temporarily showed a Steve skin until it grabbed the actual texture. It doesn't do that anymore.
@ @unknown:
This issue is about the game freezing in offline mode, so they're two separate bugs. I'd say mark it as related.
Hey, this is still present in 1.8.1!
This can be seen on most transparent blocks, which include rails, glass, redstone dust, cake, and ladders.
It would be nice if we could test for a null score, like we can with teams:
@a[score_objective=]
In the meantime (or if it never happens), I have a workaround.
/scoreboard players set @a nullObjective 1
/scoreboard players reset @a[score_objective_min=0] nullObjective
Now, all players who have a null score for "objective" will have a score of 1 for "nullObjective".
The two commands must be run in the order listed, and both must be run before any command blocks looking for a player with a score of 1 for "nullObjective".
Same thing happens with my testing.
One consequence I discovered is that creeper's fuse time gets reset upon reloading the world. I tested it by timing how long the creeper/TNT takes to explode, unloading the world just as it was about to explode, then loaded it again. With TNT, and it exploded as soon as I loaded the world again. Creepers, however, restarted their fuse time.
Can confirm for 1.19.4.
This affects attribute modifiers, too. I distinctly remember it used to work as expected back in 1.8. At the time, I made some mob heads that reduced max health modifiers, and the health bar was updated instantly when the head was equipped. Now, the player has to be healed or hurt on the next tick in order for the health bar to update.