You stated that before you reinstalled Minecraft you didn't have this problem. Did you have any mods installed or did you have any mods installed in the past (eg. Optifine)?
No, when I mention an 'entity' I refer usually to a tile entity that does not occupy the block mechanic. That is, although a furnace is a tile entity, signs etc. disappear first because they are not 'blocks'. However I have also observed that tile entities such a heads, signs, item frames, chests and not tile entities such as end portals and vines (although vines have no metadata except for orientation) render first before other blocks.
This happens because Minecraft is only rendering visible geometry, when the side of a block is covered it doesn't actually render that side of the block anymore because you can't see it.
I do believe a more definitive title would be "Sleeping with Blocks Atop Beds"
Technically signs are definitively entities as they do not conform to the cube-shaped base of Minecraft, however the game seems not to treat them the same way.
When normal people play Minecraft, the world generates and they build a house.
When Chuck Norris plays Minecraft, the house generates and he builds the world.
Maybe because books essentially are like signs: they both produce text for use in-game and hence books use the same text input mechanic, but as for the cursor issue I have no idea.
If you mean that books do not have copy paste support, it must be an internal problem because books DO have copy paste support.
This is an intended feature used to enhance dogs following you; if you go to far it will teleport them so that you do not have to wait for them to come and avoid getting lost.
How are you deleting the world (are you deleting it in-game or through file deletion)? If you are deleting the file itself and not through the Delete button in-game, the world will still be listed until you reload the world list. This is possibly because the list is not live; it fetches the files when it is loaded and then is static.
This is because the internal structure of the beacon's top faces are considered the 'top of the block' and in Minecraft processing power is reduced greatly by only rendering 'visible geometry'. That is, underground nothing is rendered except for the walls of the caves inside it.
This is confirmed not to be a universal issue with Windows 8.
Which edition of Windows 8? I have Windows 8 Pro and all of my servers work normally.
Are you running:
Windows 8 Pro
Windows 8
Windows RT
You should not be able to run Minecraft on Windows RT as only apps form the Windows Store are certified to run on RT.
Maybe the mechanic remains from the fact that you could left click buttons, doors and levers to use them. In the new update you cannot do this anymore but perhaps Mojang did not remove the mechanic from pigs?
Tested and proven. Try reloading the world whilst standing in front of the maps, it should reload the maps and be fine.
Perhaps the anvil in not considered to be 'in the way' because it is an entity?
Does the same effect apply to signs and item frames? Entities like these disappear before blocks do as they are considered 'dynamic' and therefore take more processing space. It is as if rendering is done in gradient to avoid lag.
This is a seemingly random mechanic and can be achieved by intent. As for the formation of these structures, abandoned mineshafts consist of:
◾A starting point - a large room with a flat dirt floor, an arched ceiling and up to four exits (one in each direction).
◾Corridors - 3×3 block corridors featuring supports made from fences and wooden planks (sometimes complementary with torches), broken rails, chests (containing resources) and cave spider spawners surrounded by cobwebs.
◾Crossings - intersections with wooden pillars, sometimes two floors tall.
◾Staircases - diagonal sections of tunnel.
The generator continues to add pieces onto an exit until it reaches a "depth" of 8 (eight pieces from an exit).
Source: Minecraft Wiki
This may be caused by a block and lighting update conflict, where as they are being broken the 'block breaking' texture overlays the block and causes it to update, much like redstone ore. This causes it to invalidate lighting and make it default, which is usually brighter than the environment, hence making it appear brighter. In some cases beds and brewing stands as well as some other dynamic block entities can darken when being hit, because the environment affecting the blocks around them are brighter than that of the default lighting level.
I experience it regularly and my intent is not to 'troll' this bug but to explore every possible outcome in the hope that a resolution can be discovered.
This can be caused by the 'complexity' of leaves. That is, leaves need to check for decay, check for biomes, schedule drops, and other things. This is noticed more when it is raining. Hence chunks with leaves tend to cause a performance spike.
You could also avoid trees ;D
This picture shows a particle layering error. The wood block being broken is emitting particles, but the largest particle in this picture shows that both the block selection outline and the breaking overlay are overlapping the particles in front of it.