Yes, it's still happening, although the game now shuts down the internal server properly instead of crashing altogether.
Adding GL11.glScalef(1.01f, 1.01f, 1.01f);
in the block rendering class (RenderTNTPrimed in MCP) before rendering the block as overlay fixes this bug.
Yes, it is still present in 1.5. I updated the version tags.
I did, obviously couldn't find it because the title didn't contain "z-fighting".
It applies to all falling blocks (sand, dragon eggs), not just anvils. I believe becoming a drop is already the solution for this problem, otherwise the blocks could disappear completely.
TMIController.replacementClickHandler(TMIController.java:216)
Yep, crash is caused by TMI. Not relevant here.
Added MCP-style code example for fixed object pooling
I've repeated the test with 14w30b and it looks like it won't run out of memory anymore. I think it has been fixed in 1.7.10 already, since there's no object pool for vectors anymore, which essentially fixes this issue.