You’re hearing idle and step sounds, which work as intended because they aren’t played through animations. This issue affects stand up, sit down, and sniffing sounds, which are played as sound_effects in an animation.
Can confirm. The issue is most visible at the transition point from “spear held straight” to “spear held sideways” in first person. There is just no rotation transition at all in RC1, while the rotation transition works perfectly in pre2.
Counterpoint: This is the intended way the cursor works on Java Edition, so this could be considered a parity fix. The previous report may have been marked “Won’t Fix” due to a limitation of the UWP system, but switching to GDK has fixed the issue.
This should be marked “Works As Intended”, as it fixes a longstanding parity issue.
In 1.21.110.24, Mojang added the biome_music definition to all Nether biomes and the normal roofed forest. This has not resolved the issue because all the following biome groups are still missing the component:
Swampland (all)
Peaks (all)
Meadow
Grove
Snowy Slopes
Cherry Grove
Birch Forest (all)
Roofed Forest Mutated
Forest
Flower Forest
Mega Taiga (all)
Redwood Taiga (all)
Mesa (all)
Desert (all)
Lush Caves
Dripstone Caves
Deep Dark
For this issue to be resolved, all these biomes need the correct biome_music configuration. I have tested and confirmed personally that adding the component with the right definition to these biome files fixes the music issue.
I also encountered this issue and did some investigating to figure out why it’s happening. Here is a more thorough description of the issue:
Title: Smooth lighting on partial blocks is broken after 1.21.100
Description:
Smooth lighting has completely broken for partial blocks as of 1.21.100. This was not an issue in 1.21.94. This change from the 1.21.100 changelog has most likely caused the issue:
Fixed faces of non-full blocks (eg. Cakes or Trapdoors) having an unnatural ambient occlusion applied to them in some neighboring blocks configurations
This has actually made lighting significantly worse for all non-full blocks. It is most noticeable on snow layers and village paths, since they are light in color and often surrounded by full blocks.
List of confirmed affected blocks:
All slabs
Snow layer
Dirt Path
To Reproduce
In the main menu, navigate to Settings → Video → Graphics Mode, and select Fancy.
Enable Smooth Lighting.
Enter a world in Creative Mode with Cheats enabled.
Type the following command:
/locatebiome minecraft:snowy_slopes
/locatebiomeminecraft:snowy_slopes
Teleport to the Snowy Slopes biome.
Observe a sloping hill with snow layers.
Observe the unnatural lighting on the snow layers.
Expected Result
Lighting is smooth on partial blocks when next to full blocks.
Observed Result
Lighting on partial blocks looks unnatural next to full blocks, with a harsh dividing line at the edge of the partial block.
The environmental fog from Java Edition is nothing like Vibrant Visuals' volumetric fog. The Pale Garden fog, for example, is handled differently, being extremely thick on Bedrock while basically unnoticeable on Java.
Vibrant Visuals is not a good reason for Fancy Graphics parity breaks in general. Do the new cloud changes from Java Edition intend to match Vibrant Visuals? Not really; in fact, Bedrock clouds are still as limited as old Java clouds in Fancy. I don’t see why the fog would be different.
This is not a bug. Sound events choose a random song from their list, and there is nothing in place to prevent the same song from being randomly chosen multiple times.
I am unable to reproduce this issue in 26.0.27 using Timeless Adventures from the Marketplace as my test world.
This bug is still an issue in the 26.0.27 preview.
It’s worth noting that the packs sometimes apply after closing and reopening the game, but it does not always work as expected.
You’re hearing idle and step sounds, which work as intended because they aren’t played through animations. This issue affects stand up, sit down, and sniffing sounds, which are played as sound_effects in an animation.
This also affects the Camel Husk as of 1.21.130.
This is most likely related to MC-304769
Can confirm. The issue is most visible at the transition point from “spear held straight” to “spear held sideways” in first person. There is just no rotation transition at all in RC1, while the rotation transition works perfectly in pre2.
I can also confirm in 1.21.120.
Can confirm in 1.21.130.25.
Counterpoint: This is the intended way the cursor works on Java Edition, so this could be considered a parity fix. The previous report may have been marked “Won’t Fix” due to a limitation of the UWP system, but switching to GDK has fixed the issue.
This should be marked “Works As Intended”, as it fixes a longstanding parity issue.
In 1.21.110.24, Mojang added the biome_music definition to all Nether biomes and the normal roofed forest. This has not resolved the issue because all the following biome groups are still missing the component:
Swampland (all)
Peaks (all)
Meadow
Grove
Snowy Slopes
Cherry Grove
Birch Forest (all)
Roofed Forest Mutated
Forest
Flower Forest
Mega Taiga (all)
Redwood Taiga (all)
Mesa (all)
Desert (all)
Lush Caves
Dripstone Caves
Deep Dark
For this issue to be resolved, all these biomes need the correct biome_music configuration. I have tested and confirmed personally that adding the component with the right definition to these biome files fixes the music issue.
I also encountered this issue and did some investigating to figure out why it’s happening. Here is a more thorough description of the issue:
Title: Smooth lighting on partial blocks is broken after 1.21.100
Description:
Smooth lighting has completely broken for partial blocks as of 1.21.100. This was not an issue in 1.21.94. This change from the 1.21.100 changelog has most likely caused the issue:
Fixed faces of non-full blocks (eg. Cakes or Trapdoors) having an unnatural ambient occlusion applied to them in some neighboring blocks configurations
This has actually made lighting significantly worse for all non-full blocks. It is most noticeable on snow layers and village paths, since they are light in color and often surrounded by full blocks.
List of confirmed affected blocks:
All slabs
Snow layer
Dirt Path
To Reproduce
In the main menu, navigate to Settings → Video → Graphics Mode, and select Fancy.
Enable Smooth Lighting.
Enter a world in Creative Mode with Cheats enabled.
Type the following command:
Teleport to the Snowy Slopes biome.
Observe a sloping hill with snow layers.
Observe the unnatural lighting on the snow layers.
Expected Result
Lighting is smooth on partial blocks when next to full blocks.
Observed Result
Lighting on partial blocks looks unnatural next to full blocks, with a harsh dividing line at the edge of the partial block.
Can confirm in 1.21.93.
The environmental fog from Java Edition is nothing like Vibrant Visuals' volumetric fog. The Pale Garden fog, for example, is handled differently, being extremely thick on Bedrock while basically unnoticeable on Java.
Vibrant Visuals is not a good reason for Fancy Graphics parity breaks in general. Do the new cloud changes from Java Edition intend to match Vibrant Visuals? Not really; in fact, Bedrock clouds are still as limited as old Java clouds in Fancy. I don’t see why the fog would be different.
Can confirm.
This may be caused by https://report.bugs.mojang.com/servicedesk/customer/portal/6/MCPE-219051
This is not a bug. Sound events choose a random song from their list, and there is nothing in place to prevent the same song from being randomly chosen multiple times.
Humans are bad at perceiving true randomness: https://www.howtogeek.com/847793/why-spotify-shuffle-is-not-truly-random/
This is more of a feature suggestion than a bug report.
Can confirm.