This issue wasn't fixed in 24w33a. The top and bottom halves of the stem still don't match in terms of stretching.
[media]Present in 24w10a
Present in 24w10a
Present in 24w07a.
@Greymagic27 This is issue affects both non-full and non-solid blocks, so I think this a related issue and not a duplicate.
I argue that this is not a duplicate of MC-95515. That report points out issues with shadows in certain block orientations no matter how many times the lighting is updated. This report is mostly about lighting specific to world generation. The sea pickles weren't able to properly update all of the blocks surrounding them. The replicated structure shows the lack of lighting update issues.
@Anthony Cicinelli
Turns out that I made this report without considering that I used a big dripleaf resource pack. Please resolve this issue as invalid!
This seems to be working as intended. The higher the terrain generates, the higher the sculk generation spreads.
Can confirm in 1.20.1.
@batbrain55 I believe that the inconsistency now lies with all of the other signs as text can be written on both sides (only one side has less contrast to account for text readability).
I argue that this works as intended. The portal animation fades away as a transition from when the animation fades in before you cross dimensions. The animation doesn't play in creative mode as crossing dimensions is instantaneous in that game mode.
Can confirm in 1.19.4 Pre-release 3.
I believe it's intentional that shields have a brief delay after holding it up before it's able to block damage.
This issue has been fixed in 1.19.3 Pre-release 3.
In third person view, you can see that the player automatically sneaks under the block. That auto sneak is what causes you to slow down.
This also applies to the frog and iron golem walk animation. Splash a Slowness IV potion on one and its legs won't move.
Can confirm in 22w42a.
Can confirm.
[media]