This bug still occurs for me in the latest snapshot - 15w47b. After the bug occurs, a newly created map will work, but stop working as soon as you go through the nether again.
Tested in 15w47b, Windows, 64-bit Java, single player.
I have had this happen recently in 0.12.3, but on Android not iOS. However it was not a case of quitting to title then going straight back in to the game. Rather, I stopped playing at some point (can't remember if I pressed Quit to Title or just switched to something else on the phone), then when I played again the next time I had no inventory and my player was placed at spawn. I did not switch to Creative mode at any point. May I suggest that this is not fully resolved? It seems that maybe player data is not always saved correctly when the game is 'closed' by Android OS to free memory (i.e. when using other applications).
Just tested in 15w43c and this still occurs. The problem is that the furnace minecart gives a very powerful (but short) boost to a cart it comes near, so that it shoots off down the track until it eventually slows down enough (or stops) at which point the furnace minecart eventually catches up and gives another sudden boost. The previous behaviour was that the furnace minecart would simply push the other minecart rather than shooting it off uncontrollably.
I've added another attachment to show that even if you light the top of the door it still doesn't match the brightness of the bottom.
I can't see how this isn't a bug because both halves need to look a similar brightness in the same way as the blocks on the wall next to it.
MC-27466 was merged with this bug so it appears it is connected rather than a separate bug in its own right.
I've added some screenshots of this happening very noticeably with doors in 1.8.6. In my opinion this makes the bug more serious due to how noticeable it is. I think perhaps the description could do with being updated as well if this is all one bug, as it is much worse than just affecting flower pots! 🙂
When closed, the bottom section of the door is brighter because of the pumpkin in the floor - even though behind the door is a torch.
When open, both sections are lit evenly.
Nvidia GTX 550ti, i3-3220. 16 chunk view distance.
I have this bug in recent versions (I'm running 1.8- I can check previous snapshots and try to see when exactly it started). I can understand the argument about performance issues being down to needing to reduce settings. However, I think this should be treated as a bug for the following reasons (please bear with me, I have tried to be succinct):
Standing still, my FPS is fine (vsync so capped at 60fps, but outdoors with lots of stuff to look at - i.e. not in a cave staring at a wall)
If I move, of course the FPS drops, which is to be expected. However trying to look around or 'steer' while running doesn't just feel like running in a low FPS game. The expected outcome when FPS is lower (how it works in other games) is that the angle you are looking is still tracked essentially in real-time, but the screen updates like a slideshow (relative to higher FPS - of course I don't get a slideshow on my PC). Whether this is technically correct I don't know but its how it feels.
What actually happens now in Minecraft, at least when affected by this issue, is that the mouse seems to not always be tracked consistently. So even though the FPS is around 30, moving the mouse is very inconsistent, giving a horrible user experience. (i.e. moving the mouse at a constant speed gives randomly increasing and decreasing sensitivity as you move)
As soon as I stop walking/running this effect disappears, and I have never had this problem prior to 1.8 and the multithreading.
I don't know if it is bad form to request a bug be reopened but please consider the above.
An annoying bug when picking up items coloured similarly to surrounding blocks (common!). It is especially irritating in dark conditions such as collecting clay underwater, as it makes it hard to tell straight away whether an item has been picked up.
Thought I should mention, I actually do have hostiles spawning. I'm not sure if its a normal rates but it doesn't seem as obviously broken as I thought when I last commented.
I still have very limited (almost no) hostile mob spawning running server 1.7.2.
I have the same problem on my private server. In a single player offline world mobs seem fine but I'm getting virtually no hostile mobs on the server. I walked for a whole night with no light around and got about 3 hostile mobs in total. I can't find an area with LC<79 to see if mobs then spawn however.
What versions are the servers being pinged?
I am experiencing this exact issue except it doesn't crash when exiting. As I open a world, leave it, open another etc. the memory allocated grows and reaches 100%, then the used memory ends up being constantly 95%+ with constant unplayable freezes when it hits 100%. If I then leave the world and try to join another it will freeze and crash with an out of memory error.
It seems that there is some kind of memory leak or similar problem that is triggered by leaving worlds or joining worlds (sitting in one world for hours doesn't give me any issues).
This is quite a problem for me as I like to switch briefly into a creative world to try stuff out before switching back to my main world. It only takes a few switches to crash the game.
Can this be reopened?