Hmm, the ocean ruins I missed seem to be back, but the two shipwrecks I lost are still gone. I guess they just changed the shipwreck algorithm in some previous snapshot.
I certainly optimized my world from 1.12.2 to 1.13 and experience an overall much more laggy gameplay. There's perceivable stuttering compared to a rather smooth gameplay in 1.12.2 and it's a seemingly constant situation. And it's a rather small singleplayer world (I explicitly culled the majority of my world's chunks in preparation for 1.13).
When I optimized my 1.12.2 world for 1.13 the contents didn't disappear but some chests got the upper and lower halves of their content switched. Didn't happen to all of them, but I'm not sure the ones where it happened were all on chunk borders.
So are you saying it even decays WITHOUT a solid block on top of the upside down slab? This would indeed be entirely unexpected behaviour. This bug report and the contradicting comments could profit from some clarifications in this regard.
As to my knowledge grass has always decayed when there was a full block above the upside down slab. The only way it doesn't decay is when there's nothing (or only transparent blocks) above the upside down slab.
Not saying this isn't a reasonable feature request for the grass to not decay even if there's a full block above the slab, but for whatever that's worth this has been the behaviour for years and isn't an 1.13 bug.
The question is when 1.13.1 is scheduled for, seeing how this is a major world generation fix preferable to be out as soon as possible.
I'm not saying it's impossible to implement. It's simply not how water mechanics are currently working in the game. It still comes with a ton of intricacies. Take a look at the multitude of bugs related to how "wet" blocks behave with pistons, sponges and particles and you get an idea how involved even the "simplified" version of the whole water overhaul is that we got with 1.13.
Your report definitely makes sense and is a good idea to consider for the next water mechanics overhaul. All I'm saying is that it doesn't come without a major update to how water mechanics work and how they're represented in the game's block datastructures. I doubt it's done with making a little tweak in 1.13.1 next month.
It's really more of a feature request than a bug fix.
I'm afraid this might be intentional (or at least currently unfixable) based on the way waterlogging works in the new 1.13 water mechanics. A block is either waterlogged (contains water) or not. While it's possible for certain blocks waterlogged to have water only flow out in specific directions (like stairs), they still count themselves as just waterlogged on/off and the direction the water flows out is based solely on the structure of the block itself (i.e. which direction the stairs point to).
There doesn't yet seem to be a way in the block data to count only specific (and possibly multiple) parts of a block as containing water independent of the block's own structure. In your glass panes example you would have to store at least 4 different subparts of a block as individually waterloggable.
That might not be a bad idea especially for glass panes (and could easily be optimized as a bitfield), but currently this probably goes beyond a trivial bugfix and would be an entirely new feature complete with rather intricate update and spreading mechanics based on blockstate and a general material properties.
This seems to encompass multiple bugs allegedly fixed in pre-10, from MC-132306 to MC-125007. I wonder if pre-10 just somehow didn't get released properly or if there was a lack of testing.
While the lack of activity since pre-10 together with the planned 1.13 release today is concerning, I hope Mojang reads this and other reinstantiated major world generation bugs and takes them serious BEFORE 1.13 goes out. It can't be stressed enough HOW important a working world generator is before an update that marks a major change in world generation to be followed by hopefully years of NOT messing with world generation anymore.
Everything else can be fixed in 1.13.1 next month. But a chunk that's generated is beyond future repair.
I'm afraid this might be intentional behaviour in 1.13 as a result of the whole zombie-drowned progression. Undead mobs don't swim anymore but sink down to the bottom. And yes, this breaks a ton of water-based mob farms.
Isn't this intended behaviour? Water isn't supposed to be flowing into transparent blocks by itself, it can only be placed as source inside of them. They once planned this at the beginning of Update Aquatic hype, but it got reverted soon (as it would have broken too much existing behaviour, I guess).
If this is about something else, please clarify your issue with a little more context.
I was already wondering why some shipwrecks and ocean ruins I knew from older snapshots seemed to be gone lately. I hope this severe world generation problem doesn't get forgotten before we get 1.13 and people all around the globe start new worlds with no updates around for months.
I implore Mojang to consider that a working world generator is essential, especially since it just got a major overhaul and many people will restart at least parts of their world. When a chunk is generated, you can't repair it anymore. Having this working in the proper release and not be touched for a significant amount of time is more important than keeping exactly to some arbitrarily chosen release date.
I don't want to be too optimistic as it could as well be a random error, but it doesn't seem to happen for me in a newly generated 1.13-pre6 world with my seed above.
Are you talking about them genuinely consuming the food or just carrying it around in their mouth? Because the latter isn't eating.