Downloads:
Minecraft 1.2.5 Client: Download here
Minecraft 1.2.5 Server .jar: Download here
Minecraft 1.2.5 Server .exe: Download here
Changes in 1.2.5:
Added shift clicking support in furnaces
Added method to easily acquire blocks you have selected in the world in Creative mode using the ‘pick block’ key
Made the Direct Connect dialog remember the last IP for the current session
Fixed issues detected certain links in chat
Fixed wild ocelots behaving like tamed cats
Fixed various chat crashes
Made cats less eager to sit on things
Made cats less patient
Fixed world generation failing under certain circumstances
Fixed issues turning off sound under certain circumstances
Removed all ghost entities under the command of Lord Herobrine
Fixed crash when pasting certain characters in chat
Fixed slash ‘/’ key not behaving correctly in certain environments
Fixed command matching being too greedy (for example: typing ‘/stophammertime’ no longer stops your server)
Fixed not being able to click coloured links
Fixed potential issue with village door detection (which could cause too many villagers)
Made using a stack of bowls on Mooshrooms not consume the whole stack of bowls
Made punching a TNT block with flint and steel in hand destroy and drop a TNT block (right-clicking will activate the TNT)
1.2.5 Full release:
The exact same version will be added to the launcher on Wednesday April 4, at 15:00 CEST (06:00 in California, 09:00 in Florida, 22:00 in Korea, and 23:00 in Sydney).
via: http://www.mojang.com/2012/03/minecraft-1-2-5-prerelease/
Oh, and one more thing: leave the damned cats alone. They already meow too damned much, follow when you want them to stay at home, and get lost far too easily in multi-player when teleporting. Why would you include an interesting, and actually useful mob, and then go out of your way to make certain that players avoid them even more than creepers? Why don't you give the them the option of patrolling "for mice" or something? You don't have to emulate the mo' creatures "can't leave them alone for a second without risking a scratch" behavior.
********. It's all code copy and paste work; only the textures and id numbers have to be changed. There are only a few things that need to be done to throw those in, none of them hard. The scripts, the space, the process; it's already done.
Actually, I think that this means they fixed bugs involving severs, and client-side-only entities. Sorta like ghosts b/c you can't hit them, if they're items you can't pick them up, etc.
notch was thinking about this ( ) while writing XD
Less jumping is good!
"Made cats less patient"
Does this mean that all 9 of my cats just appearing beside me for no reason was NOT a bug? And now they are going to do it EVEN MORE?
he took not an arrow to the knee, but a diamond sword to the chest
Dude, really, get a grip. You'll get your eye candy when you get it.
/stop...HAMMER TIME
I'm talking about simple tasks that could be done in the process of doing debug fixes, I mean most the team can do the bug fixes while ONE does the copy paste in for codes and paint etc, I don't know much about it but I know it ain't that much of a process, It's not about being impatient it's about being organized, if you bring out a plank that's different coloured and only one plank colour has stairs how the **** does that make sense? If you release something halfway through it's just...sloppy
It's like releasing Portal without the use of the Portal Gun!
They don't even need to screw with the textures the planks are just the same texture, different colour that's it I don't see why they didn't release everything else that comes with it, because now sure you can build places with the blocks but you can't create anything with them but the necessities like sticks, chests, craftingtable etc.
^ Posted over 24 hours ago.
Fine, it's not organized. Everyone knows now; stop making a scene.
The portal gun is integral to the entire Portal game. Dark brown stairs are eye candy and add nothing functionally. You can not compare the two. At best, it's like releasing Portal without the fancy details on the Companion Cube.
What is really awesome is that none of the class names changed in the obfuscation from 1.2.4 to 1.2.5. In other words, in most cases you don't even need to recompile the mods in order for them to work in 1.2.5.
Don't expect that to happen again any time soon though. This is just a happy coincidence. I haven't been able to see if any of the method calls have changed, so you need to check with each mod separately to see if it is compatible. For most ordinary mods though, they should work in 1.2.5 if they work in 1.2.4.
Let's just hope Mojang doesn't change that when it gets formally released next week.