This bug will turn into the same bug for TTV FRAME QUEUE and whatnot, but that's not possible with my specifications and internet speed. Something must be wrong with JAVA/Server if it's doing that, but OBS isn't. But just so you can turn this into an invalid bug, I'll give the log for you once it happens again. (It seems to be sporadic, and won't always happen.)
This happens if you press the inventory key the moment any sound is played. I can confirm it in 1.7.2 with OpenJDK on Linux.
I have this on an AMD Radeon HD 7950 by Sapphire as well with 13.3
Seed: Succubus (2013-02-03_18.03.11.png)
Still exists in latest snapshot 13w05b.
@Jay Eff, the reason why freezing the player could be difficult is due to an SMP version of the same map. If you froze a player, you'd pretty much freeze all players for that half-second unless you specifically wrote the code to handle the random entity id that players are given when they login to the server. But it's more than just that, you'd have to check to see if the player has never logged into the server before now, so that this bug can actually happen, as it doesn't happen any subsequent time after your first generation.
If you want to argue that the server admin / creator is the only one who will end up with this problem, that's not enough to make it so that you SHOULD NOT write such code to handle ALL players. Because it can always happen in the future I'm sure.
Always make more food than what you really are making for, just in case.
There is already code that handles players being pushed out of blocks. It still works too. For instance, if you put gravel or sand on top of you, and the game notices there's either half-slabs or air adjacent to you, it will push you out. Same goes for if you log out and come back in stuck in blocks (But again, half-slabs and air have to be adjacent. If it's solid walls on all four sides, then you're screwed. This is intended.)
well, it's possible that the spawn was meant for right above the water, and that due to the bug here, the "fixed" spawn was in sand / whatever. When breaking the sand, the spawn reverted back to its "un-fixed" state. iirc, Jeb / etc. are still trying to fix all the water spawns. Some DO spawn you UNDER sea level though still, although rarer than over water spawns.
Video may relate:
Seed -6805991508691440641 can/will spawn you in water after breaking the block you spawn in or on. The bug may be caused by improper spawn fixing / updating.
Works on any stair position, items will keep velocity and [ some ] direction when bouncing:
And yet, Mojang has no plans to fix it ever yet. (1.4.5 shows such it seems.) The bug shouldn't be simply named "Suffocation when spawning--" it should be "Player 'stuck' in blocks when spawning in newly created worlds."
It happens in SSP as well, it doesn't happen on SMP only.
This doesn't happen with plains biomes. I'm in the process uploading a video showing that it will happen on almost every world generation. SOME island types will not have this issue. Also, you can spawn underwater and in rivers. And it's NOT always suffocation.
Edit: http://www.youtube.com/watch?v=p8eLjY4hNeE&hd=1 (Video - it may be 9+ minutes, but it's for each variation of the bug. May have to wait for HD to process.)
X = -97.4
Y = 69
Z = 172.1
for the start of the minecart track to test.
Problem being that this bug doesn't have any relation to lag client or server side in terms of network activity. Here's a video with JUST the issue:
http://www.youtube.com/watch?v=YiO9KzCSvbs
Make sure to watch the whole thing, as the first fall will not do damage. Subsequent falls WILL however BEFORE you actually fall with the Minecart. (Added a world download to the video.)
It happens from 10:50 to 13:40. Note that they die before their minecarts ever land. I can also make you a small map that has it without lava as to not confuse it with the other bug.
beacon pillar lights will disappear only if the beacon is not on screen (Or anywhere in the view of the rendering engine's frame where the player looks through from the real world), this is probably due to the whole cave rendering thing added in 1.8.