Patch 0.6.6.0 Notes

Patch 0.6.6.0 ( Friday January 10th 2020 )
Hey all, sorry for the time it took to release this patch. We encountered a lot of internal issues related to the AMS (aka. Anti-missiles/torpedoes/mines system) lasers implementation. Please keep in mind this is only a first implementation, and as such, until we get more player feedback, is likely to cause some balance issues. The patch also contains multiple bug fixes as usual.
AMS (Anti-missiles/torpedoes/mines system)
- Initial implementation for AMS lasers for capital ships
- AMS are currently available on destroyers (4 hardpoints) and carrier (2 hardpoints). To promote the escort role of the destroyer, the cruiser currently does not have any AMS system
- AMS produce green-colored lasers that hit their target instantly and cause a very low amount of damage over time
- AMS lasers automatically target heavy missiles, torpedopes and mines within a 10 Km range. Since light missiles are no serious threat to a capital ship, they currently do not target light missiles
- Remember to enable the AMS systems in your ship's weapons radial menu (they're disabled by default)
- Introduced heavy missiles and renamed the old missiles to light missiles
- Light missiles are available on small ships (interceptor, bomber, corvette) and do the same amount of damage as before (150)
- Heavy missiles are available on capital ships and do more damage (500) but are less maneuverable than light missiles. They're still faster than torpedoes.
- Rebalanced missiles, torpedoes and mines hitpoints so that they're harder to kill
- Slight reduction in activation time for missiles, torpedoes and mines
- Reduced chaff activation range from 1.25 Km to 1.0 Km
- Removed chaffs from destroyers, as they now have AMS
General / gameplay
- Target speed now resets to zero automatically after exiting warp
- Increased ramp-up / warmp-up propulsion factor
- Tweaks to missile detonation and distance calculation algorithm (sometimes missiles were exploding too far away from the target)
HUD / Interface
- Changed default font
- Fixed friendly fire warning while being on the spawn menu / star map
- Added a checkbox in the controls menu for automatic view reset
- Added effects quality setting to options menu
Bug fixes
- Fixed options menu staying opened after clicking "apply" with settings asking for a restart
- Fixed invalid initial position of navigation cursor when entering the game due to accumulating mouse input on the splash screen
- Fixed /SetSkin server crash when player is on spawn menu
- Other minor coherency fixes / checks for player commands
- Fixed a bug that caused some input event groups to randomly stop working
- Fixed a bug with error correction that gets ignored when client receives server's tick before client validated its own
- Fixes and checks related to custom quality levels which were causing crashes, or weren't being take into account properly for smoke / damage effects
- Fixed lack of camera control in spectator and kill-cam mode
- Fixed rare server crash during corvette ammo resupply
- Fixed a bug that caused weapon muzzle sounds to sometimes originate from the actor center instead of the actual gun position
Eye tracking
- Added eye tracker interface + experimental Tobii eye tracking support
- Added eye trackers selection list to the controls menu
Misc
- Updated many stations / modules layouts (some modules had gaps and holes)
- Added input profile for Logitech X-55
- Particle system culling now better takes into account per-particle size to calculate its bounds
- Slight Increase of brightness of space debris