I too experienced this exact issue, my friend and i thought maybe i was in creative, but i had no hotbar or anything showing and my friend could still see me, yet i couldn't stop flying, etc...
I too am having this exact issue, i use the scrollwheel to try and speed up and down and it doesn't work at all, one of my friends has zero issues with it.
The only "mouse" difference between the 2 of us is that he is using a wired mouse while i am using a wireless mouse.
scrolling through the hotbar in survival and creative mode works for me, just not spectator mode.
Going to chime in and comment on this again as i haven't for a while.
I tested the existence of this bug in the previous snapshot 13w37b, and found very interesting results.
Zombies can no longer detect you from a range greater than 40, the same goes with the detection of villagers, it's possible the 80 range was a bug since if you examine the 1.6 code, it is supposed to have been 40 blocks from the looks of it.
I also found through the killing of quite a few zombies, that their social aspect had been reduced to the point where they didn't always call for help (at least, help never came from zombies that were more than 60 or so blocks away), and rarely did they spawn new ones when i killed one.
@David Wood baby zombies are naturally fast to begin with, it isn't a bug.
The range isn't 40, although the code says that, i believe the 40 in the code is for when they can't see you by line of sight. The zombies can pathfind from ~75 blocks away by line of sight.
Tested this in my test world with a long tunnel i made between me and the zombie that stretched 80 blocks, had an iron door holding the zombie back, i placed the zombie while in creative mode, set levers every 10 blocks from the zombie, and then started testing.
Got to 70 blocks and the zombie could still get to me, got to 80 and by that time, the zombie had often despawned, went to 75 and there was a lower chance of the zombie despawning and it could still track me.
I think we shouldn't include the zombie siege mechanic in it, that mechanic has been in place since beta 1.8 at least, and back then it didn't cause any issues at all, i think the biggest problem just comes right down to the new distance they can detect from and to an extent the 'call my buddies' feature.
Personally i like and have always liked the zombie siege mechanic, makes you come up with new ways to protect your villagers, i've often thought of a piston mechanism that blocks off all the doors at a certain time of the night, though you can't fully be guaranteed the stupid villagers have gone into any of the houses.
That's what i meant, no in-depth checking, since that would be insanely difficult without MCP mappings. I mean, i could update my server and have the whitelisted people on it update their clients, and it would take us all of about 2secs to test it, hell, i could tell if it is fixed just by looking at the server screen on my client, if it drops from 1.5secs to 0.3secs then it is most likely fixed.
Have you tried this testing with the 1.6.2 pre-release snapshot that they will be releasing on Monday? according to Dinnerbone there are 3 hidden fixes, would be interesting to see if they have fixed it without saying they fixed it (highly doubtful though).
@Markku nice testing. Yeah, the profiling basically gives up after a while, i guess it notices that there is recursiveness happening, notices it occurs quite a few times, then simply gives up going any deeper. It is interesting to see that the issue has always been there too.
@Markku If you want to see where, i have taken a screenshot of the profiling on my server where i have drilled right down from the onUpdate task for EntityZombie to the hash itself:
On my issue report for it (which was on a server and didn't involve a village at all) https://mojang.atlassian.net/browse/MC-20740 it has a screenshot of the profiling done, a long with a link to how to view the profiling report.
According to profiling of minecraft_server.jar using mcp for mappings, it has the "net.minecraft.src.EntityAIAttackOnCollide.updateTask()" as taking the most time.
in that particular task it basically does the zombie path finding, which they can now do from 80 blocks away.
Profiling is available @ http://www.red-blocks.com:23000/stack
On further looking, it isn't the zombies calling for help, it is the new path finding capabilities where they can detect up to 80 blocks away causing the issue.
Screenshot of the profiling available here: https://docs.google.com/file/d/0BwBrPN59-fKNbGNNMG1UcEVYVjg/edit?usp=sharing
the latest snapshot is the only time i've actually noticed this happening, have yet to have it happen in any worlds i have created fresh in previous versions.
I did, but apparently not very well.
Works even better with ice and trapdoors on top of the ice, infinite speed almost, can cross a good several hundred blocks in a few seconds.
confirmed on our server too, only started happening in 1.4.3
fish have been this way since the introduction of the fishing rod way back in 2010 with alpha.
I was caving, couldn't find my original entrance, so i started making a step tunnel up to the surface. About half way up, i broke into a pool of water, could no longer fight the water, couldn't swim up the water, basically i was stuck and had to make a new tunnel elsewhere.
Same issue on my server, however, this is with a brand spanking new server running 1.10.2 and with a brand spanking new map to boot.