Can confirm. Also relates to MC-310149 as the flickering effect is the same on glass and player skins, thought strangely doesn’t appear on any other similarly transparent blocks (slime, honey, stained glass, copper grates, etc)
I get that it might seem intended, but i still believe it should be reverted since it effectively does the same thing as command + q for minecraft (which is right next to it on the keyboard anyways), and command/control are both commonly used to sprint or sneak, meaning that doing that action and walking will close the game in this version, which again has never happened in any previous version
Cushions are entities, and this behavior is consistent with other entities that mimic blocks (ie, paintings and item frames) which do not cull hidden faces, so is probably intended
This is probably working as intended since the advancement text explicitly states “to change your respawn point“, which straw beds do not do
This is likely working as intended since even in their own header image for the snapshot article, they use this functionality to put a blue cushion intersecting with a blue wool stair (the one Alex is sitting on), and this behavior is consistent with cushions on bedrock edition.
From my testing, I found that this is mostly an issue if you’re already within attack range of the spear. It seems that if I entered attack range while charging (ie, attack indicator becomes visible), it usually only takes about one block of travel for a hit to land (under speed 1, wooden spear, against a mannequin on a flat world in creative). However, if I started moving towards the target while the attack indicator was already visible, it usually took at least around 2 blocks of travel for the attack to register. This seems to be the issue shown in the video with the husk since most of the missed hits happened when the husk was close and the charge had started within attack range.
Can confirm for potent sulfur in sulfur pools, however potent sulfur in sulfur springs/geysers still work correctly
Can confirm in snapshot 5
Can confirm in 26.1 pre-3
This behavior changed slightly as of 26.1 pre-2, now when a rabbit does it’s idle animation the head angle is “fixed“ in that it reverts to pre snapshot 9 behavior where the head is in the correct default position but can no longer rotate, until the rabbit does it’s walking animation and this bug’s behavior returns.
Can confirm in 26.1 pre-release 1
Sorry, first bug report and all that.
I think I’ve figured out the issue being an issue of which control key was being used. I play on a Macbook but used to play on a windows laptop, so I was used to having control at the far bottom left and had rebound that key to left control, which no longer worked for control + pick block in 1.21.11. However, changing the key bind to right control fixed the issue for me.
I tested this on a windows laptop as well and noticed a similar but opposite issue in which control + pick block worked only with the left control but not the right control button in 1.21.11, whereas in 1.21.10 it worked with both control buttons on windows, and it worked with left control but not right control on mac.
I only believed this as a bug as my old setup using left control on mac broke in the development versions of 1.21.11 but was never reported.
And to clarify: I’m playing on vanilla singleplayer instances of 1.21.11 and 1.21.10 (whenever mentioned) and all the keys involved have worked completely fine elsewhere.
not sure why this was marked as fixed when in my testing, this still happens in snapshot 6 (albeit a tiny bit less consistently). can anyone else with a mac double check that this is still happening for you as well?