I'm sure nobody will mind if I post a little thread in here just to let excitable types like myself know that Alpha pilots are prepping for 2.2 as we speak. Man your live streams and standby for video as it looks like there is more here than just bug fixes 
Alpha release 2.2 is now live, here is the change log:
Additions/Changes
- Pilot's chair and pilot added to cockpit
- Damage to shields is scaled based on the power distribution, now defined by the shield generator item.
- OPtion to turn off shadows added.
- Updated fire damage FX.
- "You died" is now "You were killed by [CMDR name]"
- Anaconda material tweaks.
- Weapons balance tweaks.
- Added small dot to center of targeting reticles.
- Added option for logarithmic or linear scanner scaling.
- [audio] latest soundbanks - numerous fixes and mix tweaks.
- Art pass on lens flares
- Pass on class 4 A drive lens flare and lighting
- Add UI messages for cargo scoop actions
- Loading screen movie replaced with model (not final)
- Updated options - players will need to resave their options!
- Thinned targeting brackets
Crash Fixes
- Crash fix: multiplayer joining another player would cause that player to crash immediately and the new player to crash shortly after.
- Audio: Fixed crash in AudioSourceBlendRTPC when the ship is destroyed
- Help debug and recover with out crashing from using the results of a raycast that contains invalid physics objects and shapes.
- Speculative crash fix for moon.
- Fix for crashes with multiplayerand guided missiles
- Fix AudioManager hang on shut down
- Fix for crash caused by failed loads on texture resources (seen on some low end Nvidia cards)
- Authority of multiplayer scenarios leaving while other players are able to take the authority will no longer cause the remaining players to crash.
- Fix crash exiting Endless War
- Fix crash for invalid factions in Endless War
- Fix zero length vector crash when loading new scenario
- Fix for crash when second capital ship created (don't create it)
- AMD crash fix worjaround no longer needed
General Fixes
- Sparks appearing on cockpit creation fixed.
- Audio: fix assorted aspects of cargo scanner, pulse laser, rail gun, gatling gun and submunition audio.
- Added improvements and lighting to damage effects and rolling out to all ships
- Fix for DamageParticleActivity destructor assert.
- Encourage the window to go full screen as soon as we can when creating the display. Prevents a window from appearing immediately before going fullscreen.
- Fix for VFXes in FireParticleActivity.
- Fixes and performance improvements in noise generators.
- Don't include the machine name in the upnp port description: we don't need it, and it sometimes causes trouble
- Hide the desired speed indicator when flight assist is turned off.
- Updated effects used for hull damage
- Make the restored game window appear on the monitor specified in options.
- Negative indent on the message to make blocks of text easier to read.
- Impact fires don't happen on every hit, now a 0.15 chance (the pyromaniac inside me is sad )
- Added separate path, for when you are disconnected from the server, that allows the game to unload while the dialog remains on screen. This prevents you getting
killed while view the dialog and the game trying to move you into the player has died state.
- Adjustments to the radar-highlighting of things firing at player
- Automatically time out and repoll for a different server if not connected
- Updated new heavy damage FX and added it to the various prototype files.
- Right of retaliation now implemented.If attacked, the victim can legally attack and kill the aggressor, but won't collect bounty unless scanned.
- Increased the min value of the velocity overrides as a temporary fix for the drives having strange velocity alignment behaviour
- Add the collidable flag to cargo canisters so they'll collide with things that aren't ships (asteroids specifically).
- Reduce aim assist effect at longer ranges
- Added distance scaling to the pulse and rail gun impact FX
- Network replication fixes for core system, following up with specific gameplay instances
- Stats updated after scenario end rather than shut down.
- Prevent missile lock audio looping
- Optimise network replication
- Replicating variable length variables is now guaranteed to give the correct variable value.
- Fix authority conflict slowing down return to menu
- Fix for joining a multiplayer game dupe-spawning the scenario ships for multiplayer factions.
- Fix multiplayer-join dupe-spawning on free for all.
- Fix for multiplayer-join dupe-spawn for ethics.
- Fix for wrong background when player is not the authority
- Occulus shadows fixed
- Occulus targetting reticule renders at appropriate distance
Michael