@[Mod] Ezekiel
I did use the search function, but I couldn't find what I was looking for. Sorry.
And thank you for linking this into the existing issue, MC-46090.
@Steven Verberne
Fixed. I wanted to put it under "Snapshot 14w11a", but onlyl 14w20a/b is on that list, so I figured "1.8 future version" was the best catch-all.
I also added an addendum, despite the fact I mentioned it in-detail in the post anyway. That doesn't explain why the game can load 64px x 32px file from the remote server just fine, despite being 1.8 snapshots.
Thank you for your feedback.
As far as I can tell, here's what happens:
The game communicates with the skins server ONCE AND ONLY ONCE – when you first join the server. If you die, take a trip to the Nether/End, or need to completely reload your UI for ANY REASON AT ALL, the game doesn't communicate with the server and reload your skin again. Thus, you get stuck with the default "steve.png" skin for your texture pack.
This only seems to happen CLIENT-SIDE, as other people can see your skin just fine regardless of where you wander to or how many times you die. (Probably due to how the game handles remote skins or something). I'm not entirely sure why it tries to read steve.png as a 64x64 file even if it's 64x32 however, since 64x32 skins work just as fine as 64x64 ones...
My question is why doesn't the local game client keep your skin loaded into memory at all times? It's not like it can change without you closing the game down entirely. Ever since there's been custom skins, if you die or warp to another dimension, your skin has to reload. I never understood it. It baffles me to this day and seems inefficient...
New images and post grabbed from duplicate MC-55451
But that doesn't explain why loading 64px x 32px skins from the skin server works fine under snapshots.