cj
- ragnagord
- ragnagord
- Europe/Stockholm
- Yes
- No
When in 3rd person mode, especially frontal, the sounds are panned as if the camera is placed in 1st person mode. Eg. sounds on the left of the player, which in frontal mode is to the right of the camera, are panned to the left. I assume this is because the sound listener is placed on the player entity, instead of the camera.
When a player is nearby, blazes occasionally attempt to shoot fireballs at the player through walls, ceilings and floors. Only one fireball per salvo is shot, instead of the usual three. A line of sight is not required for this to happen, and the effect occurs both with transparent and opaque blocks, tested with glass and nether brick
.When a player is nearby, blazes occasionally attempt to shoot fireballs at the player through walls, ceilings and floors. Only one fireball per salvo is shot, instead of the usual three. A line of sight is not required for this to happen, and the effect occurs both with transparent and opaque blocks, tested with glass and nether brick with a setup as shown in the screenshot.
When a player is nearby, blazes occasionally attempt to shoot fireballs at the player through walls, ceilings and floors. Only one fireball per salvo is shot, instead of the usual three. A line of sight is not required for this to happen, and the effect occurs both with transparent and opaque blocks, tested with glass and nether brick with a setup as shown in the screenshot.
This seems to be new behaviour that is introduced in this snapshot.
When a player is nearby, blazes occasionally attempt to shoot fireballs at the player through walls, ceilings and floors. Only one fireball per salvo is shot, instead of the usual three. A line of sight is not required for this to happen, and the effect occurs both with transparent and opaque blocks, tested with glass and nether brick with a setup as shown in the screenshot.
This seems to be new behaviour that is introduced in this snapshot, and does not occur in 1.8.8.
When a player is nearby, blazes occasionally attempt to shoot fireballs at the player through walls, ceilings and floors. Only one fireball per salvo is shot, instead of the usual three. A line of sight is not required for this to happen, and the effect occurs both with transparent and opaque blocks, tested with glass and nether brick with a setup as shown in the screenshot.
This seems to be new behaviour that is introduced in this snapshot, and does not occur in 1.8.8 or the 15w35e snapshot.
When a player is nearby, blazes occasionally attempt to shoot fireballs at the player through walls, ceilings and floors. Only one fireball per salvo is shot, instead of the usual three. A line of sight is not required for this to happen, and the effect occurs both with transparent and opaque blocks, tested with glass and nether brick with a setup as shown in the screenshot.
This seems to be new behaviour that is introduced in this snapshot, and does not occur in 1.8.8 or the 15w35e snapshot.
When a player is nearby, blazes occasionally attempt to shoot fireballs at the player through walls, ceilings and floors. Only one fireball per salvo is shot, instead of the usual three. A line of sight is not required for this to happen, and the effect occurs both with transparent and opaque blocks, tested with glass and nether brick with a setup as shown in the screenshot.
This seems to be new behaviour that is introduced in this snapshot, and does not occur in 1.8.8 or the 15w35e snapshot, but could be related to
MC-47699

This is introduced in this weeks snapshot and definitely not the behaviour seen in 1.8.8 or previous snapshots, not a dupe.
Dupe of
MC-86921This is intended behavior caused by the slightly smaller hitbox of path blocks. Your Y level is 66.94. That means your feet are inside of the 1 by 1 by 1 block space of the path blocks if you're standing on it, and the light level inside an opaque block is always 0. This has no effect on mob spawning or rendering.
Also affects path blocks
Farmland has a full 1 by 1 by 1 hitbox, and you don't sink away in it like you do on paths, hence the difference. Stairs, slabs and other non-full blocks show the same behaviour as paths.
This is very noticable with a large render distance. I had a piston running on a clock, which often didn't update at all for a few seconds.
(Warning: pure speculation below)
I think it's got something to do with Dinnerbone moving local chunk rendering to a seperate thread along with all the other chunks, which is likely to not be noticable when only a few chunks have to be rendered (i.e. when looking down), as the chunk-render thread would finish its work before the frame is rendered. however, if the workload increases, the thread might not be able to finish its work in time.
I did have it in my own world. I had a simple setup with a 2 hopper clock (see https://youtu.be/bYwzd62cLSw?t=1m5s), and the pistons and redstone didn't visually update. The piston sounds did play regularly, as expected and according to the clock's speed, so it really only effects rendering.
The render distance was set to 32 when this occurred, and as a workaround I turned the render distance down to 16 chunks, which seemed to fix it for me, as well as looking down.