*`Text.setRTL` is a new method that allows you to set a Text Game Object as being rendered from right-to-left, instead of the default left to right (thanks @rexrainbow)
*`FX.Circle.backgroundAlpha` is a new property that allows you to set the amount of the alpha of the background color in the Circle FX (thanks @rexrainbow)
*`Tilemaps.ObjectLayer.id` is a new property that returns the ID of the Object Layer, if specified within Tiled, or zero otherwise. You can now access the unique layer ID of Tiled layers if the event a map doesn't have unique layer names (thanks @rui-han-crh)
*`Tilemaps.LayerData.id` is a new property that returns the ID of the Data Layer, if specified within Tiled, or zero otherwise (thanks @rui-han-crh)
*`Text.setLetterSpacing` is a new method and `Text.lineSpacing` is the related property that allows you to set the spacing between each character of a Text Game Object. The value can be either negative or positive, causing the characters to get closer or further apart. Please understand that enabling this feature will cause Phaser to render each character in this Text object one by one, rather than use a draw for the whole string. This makes it extremely expensive when used with either long strings, or lots of strings in total. You will be better off creating bitmap font text if you need to display large quantities of characters with fine control over the letter spacing (thanks @Ariorh1337)
* The `AnimationManager.globalTimeScale` property is now applied to all Game Objects using the Animation component, allowing you to globally speed-up or slow down all animating objects (thanks @TJ09)
*`Particle.scaleY` would always be set to the `scaleX` value, even if given a different one within the config. It will now use its own value correctly.
*`FX.Blur` didn't set the `quality` parameter to its property, meaning it wasn't applied in the shader, causing it to always use a Low Blur quality (unless modified post-creation).
* The `BlurFXPipeline` didn't bind the quality of shader specified in the controller, meaning it always used the Low Blur shader, regardless of what the FX controller asked for.
* The `FXBlurLow` fragment shader didn't have the `offset` uniform. This is now passed in and applued to the resulting blur, preventing it from creating 45 degree artifacts (thanks Wayfinder)
* The `Tilemap.createFromObjects` method wouldn't always copy custom properties to the target objects or Data Manager. Fix #6391 (thanks @samme@paxperscientiam)
* The `scale.min` and `scale.max``width` and `height` properties in Game Config were ignored by the Game constructor, which was expecting `minWidth` and `minHeight`. This now matches the documnentation. Fix #6501 (thanks @NikitaShpanko@wpederzoli)
* Due to a copy-paste bug, the `Actions.GetLast` function had the same code as the `GetFirst` function. It now does what you'd expect it to do. Fix #6513 (thanks @dmokel)
* The `TilemapLayer.PutTileAt` method would use an incorrect local GID if the Tilemap Layer wasn't using all available tilesets. Fix #5931 (thanks @christianvoigt@wjaykim)
* The `TextureManager.addSpriteSheet` method would fail if a `Texture` instance was given as the second parameter, throwing a `Cannot read property 'key' of null` (thanks @charlieschwabacher)
* The `HexagonalCullBounds` function incorrectly referenced `this` within it, instead of `layer` (thanks @DaliborTrampota)
* The `HexagonalGetTileCorners` function incorrectly referenced `this` within it, instead of `layer` (thanks @DaliborTrampota)
* The `HexagonalTileToWorldXY` function incorrectly referenced `this` within it, instead of `layer` (thanks @DaliborTrampota)
* The `BitmapText` Game Object will now reset the WebGL Texture unit on flush, which fixes an issue of a flush happened part-way during the rendering a BitmapText (thanks @EmilSV)
## Examples, Documentation, Beta Testing and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs: