Since this is apparently WAI - what benefit does this provide to players???
Still present in 1.20.1.
(Don't mind the weird scaling of the icons in the screenshot; this was downscaled from 1440p.)
Found the code issue that gives way to this bug; there's this method below in the (Official MojMap) AbstractHorse class, and...
public static AttributeSupplier.Builder createBaseHorseAttributes() {
   return Mob.createMobAttributes().add(Attributes.JUMP_STRENGTH).add(Attributes.MAX_HEALTH, 53.0D).add(Attributes.MOVEMENT_SPEED, 0.22499999403953552D);
}...well, I'll let you guys find the odd number out. (Hint: It's not the second one.)
I was just analyzing the code used to play the ambience sound for the respawn anchors, and I think I've found the issue. Using official Mojang mappings on 1.17.1, within the animateTick method of the RespawnAnchorBlock class, the playSound method is used to play the anchor's ambient sounds. The playSound method works on the server's end by getting the server to tell its clients to play the sound appropriately - when run by itself on a client, the sound isn't played. Meanwhile, the animateTick function is only run on client's end because it deals with cosmetic updates such as particle effects and animations. Since playSound, a server-side-only method, is being used within animateTick, a client-side-only method, the sound fails to play. The Nether Portal block's code (NetherPortalBlock) plays its ambience correctly; it uses playLocalSound instead, which is meant to run on the client-side.
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TL;DR: The code for playing the respawn anchor's ambient sounds uses a server-side method within a method that only runs on clients, which causes it to not work.
This is different; this is referring to the little stems at the base of the model, while MC-96463 concerns the main stem of the block (and applies to all the growth stages of the block).
Can confirm in 1.17.1.
After doing some examining, it doesn't look so much like the model is stretched vertically - otherwise, each pixel would be taller than that of any other block - but rather, the model is squished horizontally, making it thinner than it should be (and also producing the same effect with the pixels).
Can confirm in 1.17.1.
Can confirm in 1.17.1.
Edit: I've attached a fixed blockstate JSON for Deepslate with consistent rotation behavior on all axes, using its rotation when placed vertically as a reference.
@Avoma I think the issue reporter is trying to say that you can see players' name tags when they're sneaking if you look at them through a dripleaf stem even though their name tags are supposed to be hidden when sneaking.
Can confirm in 1.17.1.
Can confirm in 1.17.1.
On the topic of fixing this subtitle, wouldn't the correct word be fizzling instead of fizzing since the torch is burning out? For instance, the subtitle 'TNT fizzing' happens when its fuse is lit.
If anyone is bugged by this, the Vanilla Tweaks resource pack also has a component that fixes this (and the same issue for sandstone and quartz slabs).
If you just want the fix and nothing else, here's its download.
Can confirm that I can reproduce. I lowered the world border size to 64 blocks wide and made some observations:
All of the borders look darker than they're supposed to. I think they're not using the right type of shader - I think it's supposed to be additive, but don't quote me on that.
When looking in through the eastern (positive X) world border, the visual glitch did not apply to any of the world borders visible from there.
When looking in through the western (negative X) world border, the visual glitch applied to the inside of the eastern (positive X) world border.
When looking in through the southern (positive Z) world border, the visual glitch applied to the inside of the eastern and western world borders.
When looking in through the northern (negative Z) world border, the visual glitch applied to the outside of itself (the northern world border).
I hope these notes can help you guys fix the shader problems soon!
This happens for me as well. I have to make a superflat world in 1.11.2 and move it to the snapshot to play it.
The left dropper still has an item while the right is still empty. I know that doesn't provide a temporary pulse like I planned, but the dropper STILL should fire. 😞
I had tried to reproduce it on both versions listed and was under the impression the bug was still present on 1.21.9-pre2, but I have since observed that the bug is not present. Guess I just got bad RNG the first time 🥲