Pocket Edition v0.8.0 alpha build 1

v0.8.0 alpha build 1 (labelled v0.8.0 alpha in-game and 0.8.0_test1 internally) is the first build version released for v0.8.0.

It was never officially released to the public, however, the client was uploaded on Google Play. There are two uploads with unknown differences.

Additions

 * Far rendering distance
 * New colors and textures
 * Brought most textures from Java Edition (e.g., gravel)
 * New grass color
 * New sky color
 * New water color in the distance
 * New blocks
 * Sideways logs
 * Jungle, birch, spruce stairs
 * Jungle slabs
 * Pumpkins
 * Potatoes
 * Carrots
 * Cobblestone wall
 * Iron bars
 * Tall grass, fern and dead bush
 * Hay bale
 * Coal block
 * Carpet
 * With 16 different colors
 * Only the red carpet can be made in Survival mode.
 * Bark blocks
 * Rails and powered rails
 * Sponges
 * New items
 * Pumpkin pie
 * Flint and steel, top snow and ice in creative
 * Clock
 * Redstone Dust (can’t be placed)
 * Bone meal no longer fully grows crops
 * New fire effect
 * New bow rendering
 * Animated items
 * New AI
 * Tempt animals by holding wheat (potato, carrot or beetroot for pigs)

Changes

 * Furnace BE0.png Sandstone Slab BE0.png Changed models for furnace, sandstone slabs and leaves.
 * Bone meal no longer fully grows crops
 * Dynamic lighting on entities, similar to Java Edition.
 * Ambient light tinting
 * Light direction depends on sunlight direction
 * New rendering for items in hand
 * Transparent hotbar
 * When selecting an item in the inventory it replaces the one in the selected slot
 * Showing craftable recipes first in the crafting screen
 * Remade text formatting (e.g. in chat)
 * Stencil shadows
 * Added inertia to item in hand and “breathing” idle animation
 * Rotating tiles to hide repeating tile patterns
 * Water fades to non-transparent in the distance (iOS)
 * New defaults and changed options
 * Added far (256) and farthest (400) rendering distances
 * Removed smooth lighting option (now always on)
 * Fancy is now default on
 * Default rendering distance is now far
 * Refactored most of the rendering to use indexed VBOs
 * Remade arrow model
 * Inventory is now rendered using cached VBOs
 * New sky rendering using a triangle fan
 * Separated far and near chunks in two queues for performance reasons
 * Fog only on far chunks
 * Transparency only on near chunks
 * Alpha-test-only layers are hidden in far chunks
 * Made the torch an opaque block
 * Mipmaps (iOS only)
 * 3D clouds with new tessellation algorithm
 * New texture atlas and texture generator script
 * Refactored OpenGL usage to avoid costly state leaks (e.g. animals aren’t alpha tested anymore)