I think this issue is related to near clipping in rendering. At least in third person, it seems like this issue can be prevented if all block faces are rendered more than 0.05 blocks (the near clipping plane value) away from the camera.
I tested my theory about near clipping with a mod that changes the near clipping value to 0.03 from the original value (0.05). And yes, lowering that value decreased the area on screen, where you can see through blocks. That happened with all perspectives.
However lowering the value shouldn't be the fix, since it can break a lot of other things.
Confirmed for 1.16.3
Sounds more like a feature but could be a bug.
I think it completely made sense, and should not have been fixed, since I think it's not a bug (It's a feature!).
I found this earlier than this report, but I thought it wasn't a bug, since it completely made sense. It was perfect for launching traps when combined with an observer.
Why would you "fix" this feature?
Well... As far as there are no honeyed pistons, I think this should be a thing. Even if there were ones.
So do slime blocks. Isn't it supposed to be transparent?
Now that I actually read the patch notes...
"If you stand on a honey block that is pushed by a piston, you come along for the ride"
Shouldn't you just be dragged with it, but not be able to actually go inside it?
Maybe at least change the visually indicated block outline / hitbox to be a bit smaller then?
Can confirm for 19w38b.
Can confirm for 19w38b.
In the picture, you can kind of see the angry particle, along with the heart particles. Both do give the heart particles first, but then go angry, once they realize that they don't have enough beds, which they actually do.
As far as I have understood, this is a feature, not a bug.
Edit: and I mean like facing hoppers on Y 0 facing down.
Not something like having a issue with blockstates (like dispenser being powered all the time)
@Dxad Actually, seems like it is caused by item frames. So the bug is due to MC-154499. There is a End city within 200 blocks with a item frame. Probably that causes the issue. Not 100% sure, but that is likely.
In my opinion this should be a feature. Gliding while in water with a Riptide 3 trident, is really useful. Without gliding before taking off, it is a lot harder.
I think this is a useful bug/feature.
@Dxad I don't think that is so. The crash happens with a delay. Within that delay, I was unable to see anything except Endermen, End Stone and chorus.
Good idea though! I'll test it when pre 4 comes out.
Optifine is a mod. Mojang does not officially support it.
Therefore I think this is a Optifine / OpenGL bug report instead of a Minecraft bug report.
So have the datapack do /datapack disable <it's name>?
What did you mean? Can you provide the datapack?
It seems this issue is caused by the fact that collision checks are only made during the initial state ("FLYING").
Once the bobber enters a block that has water in it (it seems it doesn't even need to touch the water, just be on the same block), it changes to the "BOBBING" stage. Once that has happened, there seems to be no branch in the code to change the state ever again. That means that it just is in BOBBING state forever. Thus, the collsiion check is never reached, causing it not to attach to an entity.