My guess is that Mojang overlooked how this structure would be generated in customized worlds because they were really only concerned with default worlds. I know it would be impossible to test every possible type of customized world, but there should at least be some basic testing done. (Testing the new underwater structure with different Sea Level settings seems obvious to me.) I know some people may say "but it looks fine with default world settings," but honestly to me that's not good enough. New features of Minecraft should be fully integrated with all aspects of the game, which now includes the World Customization settings.
Of course, why didn't I think of that... haha.
I saw the duplicate on this one, which is marked as "Works as Intended". So if I understand correctly, Mojang does not intend to change either of these behaviors:
1) Villages spawning underwater.
2) Columns of air above village buildings that are underwater.
I have no problem with #1, and honestly I can also live with #2 (even though I would prefer it not to be this way). Just want to know one way or the other and I would appreciate you confirming that both of these behaviors are intended and here to stay.
Ok, I think I see where the confusion is. I think in the OP Reese is referring to the difference in y-values between the "Block" coordinates and the "Looking at" coordinates, but in his second comment he accidentally used the x-value from Kumasasa's third screenshot. There is no odd angle in Kumasasa's third screenshot. His player's x-value is -16 and the block he is looking at (under his feet) also has an x-value of -16. Look at the screenshot again.
The difference however is in the y-value. His player's y-value is 64 and the block he is looking at (under his feet) has a y-value of 63. Reese, you will need to clarify exactly what you think the bug is. Use the recommended format for describing bugs:
What I expected to happen was...
What actually happened was...
Steps to reproduce:
1.
2.
3. ...
I believe this is intended. The "Block" coordinates are telling you what block the player is occupying. Specifically, the y-value in the "Block" coordinates is the y-value of the block occupied by the lower half of the player. The y-value in the "Looking at" coordinates is the y-value of the block that the player's cursor is over (when in reach). So when you are looking at a block on the ground, the y-value is correct for being 1 less than the y-value of the player.
theo, correct me if I'm wrong but you are only confirming when the spikes appear above sea level. But below sea level the boundary between Ocean and Deep Ocean also stretches down towards bedrock (inverse spikes going in the negative-y direction). This starts somewhere between a BDW value of 1.110 to 1.115. As the value increases it violently swings in the other direction toward the build limit. (See the GIF)
I just tried 1.134 and I observed the spikes just starting to swing in the positive-y direction, but they had net yet reached above sea level. (With the exception of a few that were already huge and reaching up to the build limit.)
Just uploaded a GIF to animate what's going on. Looks like something starts diverging when the Biome Depth Weight gets close to 1.1150. GIF info in description.
Preset attached.
Ok sorry I will update. First time reporting a bug.
I am a bit disappointed to see this marked as "Works As Intended." I would understand if the problem is too deep within the world generation code and therefore cannot be fixed right now. In that scenario I would prefer to see the bug remain open, so that it would have visibility if the world generation algorithm was ever revisited in a future version. Or at the very least, be honest and mark the resolution as "Won't Fix."