*`RenderTarget.init` is a new method that will create the underlying framebuffer and texture for a Render Target. This is called in the constructor only, avoiding the need to call the `resize` method.
*`Phaser.GameObjects.Container#tempTransformMatrix` has been removed. This was an internal private Transform Matrix. It has been replaced by a global single matrix that is used instead. This removes the need for every Container to have its own instance of this temporary matrix, reducing object allocation and memory overhead.
*`RenderTarget.resize` will now check the `autoResize` property before applying the change. Textures that have been locked to a fixed size, such as FX POT buffers, will no longer be resized to the full canvas dimensions, causing Out of Memory errors on some mobile devices. Fix #6914 (thanks @mikaleerhart@DavidTalevski)
* The `HexagonalTileToWorldXY` function incorrectly used `this` instead of `layer` causing it to error in hex tilemaps with x axis staggering. Fix #6913 (thanks @jummy123)
* The `Text` Game Object could truncate the length of the Text when `setLetterSpacing` was used. Fix #6915 (thanks @monteiz@rexrainbow)
* The `EXPAND` Scale Mode would cause the error "Framebuffer status: Incomplete Attachment" under WebGL if the Phaser game loaded into an iframe or element with a size of 0 on either axis, such as when you load the game into a 0x0 iframe before expanding it. It now protects against divide by zero errors.
* The `RenderTarget.willResize` method will now check if the values given to it are actually numbers. If not it will return false.
## Examples, Documentation, Beta Testing and TypeScript
Thanks to the following for helping with the Phaser Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs: