Java Edition 14w25a

14w25a is the twenty-seventh snapshot released for 1.8.

Additions

 * Guardian
 * Spawns in ocean monuments
 * Attacks squid and players with a web/beam
 * When on land, it flops around and doesn't suffocate, unlike squids
 * Drops prismarine shards, prismarine crystals and raw fish
 * Elder guardian
 * Is a boss-like variant of guardians
 * There are 3 elders in each monument
 * A flashing elder guardian will appear on screen when close to the elder guardian, and Mining Fatigue III will be inflicted on the player for 5 minutes
 * Mining fatigue III makes mining really hard, but not impossible. Even with aqua affinity, efficiency V and Haste II, it takes about 10 seconds to mine something under water.
 * Drops a wet sponge when killed by a player
 * Guardian spawn egg
 * Spawns the new guardian mob
 * Ocean monuments
 * New underwater generated structure made out of prismarine, prismarine bricks, dark prismarine and sea lanterns
 * 8 gold blocks can be found at the center of the monument
 * Will also generate in old worlds
 * Can be toggled for a customized world
 * Prismarine
 * Generates in ocean monuments
 * Can be crafted with prismarine shards
 * The cracks in prismarine appear to slowly change color between brown, blue, gray and purple.
 * Prismarine bricks
 * Generates in ocean monuments
 * Can be crafted with prismarine shards
 * Dark prismarine
 * Generates in ocean monuments
 * Can be crafted with prismarine shards and an ink sac
 * Sea lanterns
 * Generates in ocean monuments
 * Can be crafted with prismarine shards and prismarine crystals
 * Emit light at a light level of 15 and have an animated texture
 * Prismarine shard
 * Drop from guardians
 * Can be crafted into all three kinds of Prismarine blocks and sea lanterns
 * Prismarine crystals
 * Drop from guardians and sea lanterns
 * Can be crafted into sea lanterns
 * Enchantment
 * "Depth Strider"
 * Allows the player to move faster in water
 * Can be applied only to boots
 * Can go up to level III
 * Coarse dirt
 * Replacement for grassless dirt
 * Slightly darker texture than regular dirt
 * Can be crafted with two dirt and two gravel in a checker-board pattern
 * Wet sponge
 * Obtained when a sponge soaks up water
 * Smelt wet sponge to remove water and get sponge
 * Wet sponge emits water dripping particles
 * Dropped by elder guardians when killed by a player
 * Splashes
 * "Flavor with no seasoning!"
 * "Strange, but not a stranger!"
 * "Tougher than diamonds, rich like cream!"
 * "Getting ready to show!"
 * "Getting ready to know!"
 * "Getting ready to drop!"
 * "Getting ready to shock!"
 * "Getting ready to freak!"
 * "Getting ready to speak!"
 * "It swings, it jives!"
 * "Cruising streets for gold!"
 * "Take an eggbeater and beat it against a skillet!"
 * "Make me a table, a funky table!"
 * "Take the elevator to the mezzanine!"

Changes

 * Sponge
 * Introduced sponge to Survival mode, with new behavior and looks
 * Sponge turns into wet sponge when it soaks up water
 * Water particles appear around the sponge when this happens
 * Sponge destroys water blocks from 5 blocks away in a kind of sphere
 * Sponge soaks up water only when water is touching it
 * Cracked stone bricks
 * Smelt stone bricks to get cracked stone bricks
 * Commands
 * Added three scoreboard operators:,  ,
 * Can be tested with a comparator to see if two scores are greater than, smaller than or equal to each other
 * Player list
 * Player list shows the faces of players
 * Debug screen
 * + now also shows which direction entities are looking in using a blue line
 * Options
 * Anisotropic filtering has been removed
 * Signs
 * Use the JSON text components,  ,  ,   instead of plain text
 * Can be used to show scores towards players by using the  and   tags
 * Previously, text formatting could only be accomplished using the section symbol via Formatting codes
 * Character limit is based on character width
 * Might need some time before it can work in survival
 * Written books
 * Use JSON text components instead of plain text with the new  tag
 * Capable of using the  and   tags
 * Previously, text formatting could only be accomplished using the section symbol via Formatting codes
 * Might need some time before it can work in survival
 * Huge mushrooms
 * When harvested with Silk Touch enchantment they drop blocks with corresponding mushroom texture (red or brown) on all sides rather than the one with spores
 * Stairs
 * All icons for stairs in the inventory are now viewed at a different angle
 * Model format improvements
 * New tag  to specify the textures used by the model.
 * Removed the directional attribute from the uv definition and replaced it with explicit texture references
 * renamed to, it is prepended with the hash symbol (#)
 * renamed to
 * renamed to
 * renamed to, specifies the opposite of which neighboring face causes culling to occur
 * Example: if you have an east-facing face but want it to be culled along a different axis (let's say Z), you would specify  or
 * Rotation made more verbose, it is now more clear that it can only occur on a single axis
 * Example, the rotation for one of the two faces of the "cross" model is now:
 * The folder  was removed and model files are now stored in.
 * The folder  was added and stores the model selection files previously found in.
 * Rendering
 * Items
 * All items are models, some are still generated from item icons
 * Resource packs can make models for all items
 * Blocks
 * Rewrote how blocks are rendered
 * Rewrote how block data is handled
 * Withers, iron golems & snow golems
 * Can be spawned by arranging the blocks in any orientation
 * This does not affect the orientation of the spawned mob
 * Arrows
 * Work differently underwater
 * They will lose all velocity after a few blocks and slowly fall
 * Fire Arrows will be extinguished
 * Slabs
 * Removed double stone and wooden slabs' item form
 * Potion effects
 * You now see better with night vision and water breathing at the same time under water.
 * Fire
 * Removed the item form of fire.
 * Removed the item form of fire.

Fixes
54 bugs fixed

From released versions before 1.8
 * – Slightly damaged and very damaged anvils lose broken texture when falling
 * – Can see the water lighter in a certain position
 * – Seeing through lava
 * – Redstone and string in a cobble generator turn into obsidian
 * – Wide characters (e.g. tildes ~) overflow on signs
 * – Enchanted blocks don't show enchantment in your hand, inventory, as headwear (skulls/pumpkins) or when dropped on the ground
 * – Real zombie sieges fail to start (fix included)
 * – Village siege's spawn location is calculated incorrectly (fix included)
 * – Side of dropped items and items in item frames don't appear enchanted
 * – Slime & minecart
 * – Entity shadows not rendered correctly after getting GL error due to compass in item frame
 * – Tall grass particles are gray when destroyed by placing water through another tall grass
 * – Grass Block's sides use fast version of texture when held in hand regardless of graphical settings
 * – Giving items with unknown (high) data value crashes and leaves the world unusable
 * – Nether portal doesn't fully break when one or more blocks are destroyed
 * – Mipmapping: seeing green and brown "blocks" at the horizon
 * – Anvil rendering glitch in inventory
 * – Item textures with overlays cause potion display box to turn invisible in a 16x16 pixel area
 * – Anisotropic filtering
 * – Lack of shading on east/west block variants using the  rotation argument
 * – Glow effect doesn't work for dropped items with data tag in Fast Graphics
 * – Redstone torches (and other redstone components) have inconsistent timings
 * – Setting Anisotropic Filtering above 0 on some Intel graphics systems makes some textures appear fuzzy

From the 1.8 snapshots
 * – Ender dragon destroys barriers when it flies through them
 * – Endermen do not teleport out of water, lava or when on fire
 * – Floating mushrooms on Mooshrooms
 * – Beacon is not transparent like before in inventory
 * – Arrow's  NBT tag does not update when fired into some blocks
 * – .json shading filters rendered after red/blue anaglyph mode
 * – Beacon shadows are incorrect in hand and inventory
 * – Z-fighting in iron bars with glass blocks
 * – Item hitbox in frame is displayed incorrectly
 * – Unlit Redstone Comparator gives off lit Redstone Torch particles
 * – Vines orienting improperly in inside corners
 * – Anvil, beacons, pistons, end portal frames etc. are incorrectly shadowed in inventory
 * – Custom player skulls show as the default skin's head on mobs or players
 * – Anvil texture doesn't change in hand
 * – When your head is inside a full block, you see the texture of the block below your feet
 * – Same door model on mirrored doors
 * – Brewing stand bottles model error
 * – End portal frame (falling sand) texture render glitch
 * – Piston, end portal frame, beacon and anvil items are darker than the block form
 * – "Round Trip Different" error with stained glass, Ender chests, quartz
 * – When powering a piston, the piston head quickly appears as a full block
 * – Non-full blocks occupy a full block when moved by piston
 * – Sugar cane next to a block turns black
 * – Blocks moved by pistons / slime block have their textures temporarily rotated 180° or 90°
 * – The side face of a piston arm doesn't renders when a block is placed next to it.
 * – Invulnerable mobs still drown
 * – Pumpkin top textures don't rotate depending on direction
 * – Baby Pigmen cannot attack

From the previous snapshot
 * – with   on structure with dispensers vomits dispenser contents onto ground
 * – Command with containers on positive axis deletes items
 * – command move: NBT containing blocks drop item