anchor.diff:      member inline this.ExtentScaled = this.Extent * this.Scale_
   
       member inline this.OffsetScaled =
  -        if not this.Zotation_.IsIdentity then
  -            if this.Is2d
  -            then Vector3.Transform (this.Offset_, Quaternion.CreateFromAxisAngle (-Vector3.UnitZ, this.Angles_.X))
  -            else Vector3.Transform (this.Offset_, this.Zotation_) * this.Scale_
  +        if not this.Zotation_.IsIdentity
  +        then Vector3.Transform (this.Offset_, this.Zotation_) * this.Scale_
           else this.Offset_ * this.Scale_
   
       member this.Bounds =
  
positive.code:     let [<Literal>] VisibleLocalMask =              0b000100000000000000000u
      let [<Literal>] RotationMatrixDirtyMask =       0b001000000000000000000u
      let [<Literal>] AffineMatrixDirtyMask =         0b010000000000000000000u
      let [<Literal>] Is2dMask =                      0b100000000000000000000u
      let [<Literal>] DefaultFlags =                  0b000110010001100100001u
  
  // NOTE: opening this in order to make the Transform property implementations reasonably succinct.
  
negative.code:     static member inline makeEmpty () =
          Unchecked.defaultof<Transform>
  
      /// Make a transform with default values.
      static member makeDefault () =
          let mutable transform = Unchecked.defaultof<Transform>
          transform.Scale_ <- Vector3.One
          transform.RotationMatrixOpt_ <- ref Matrix4x4.Identity
  