anchor.diff:  
       /// Hosts the ongoing state of a screen. Should rarely be accessed directly by end-users.
       and [<CLIMutable; StructuralEquality; NoComparison>] ScreenState =
  -        internal
  -            { Id : Guid
  -              Name : string
  -              TransitionStateNp : TransitionState
  -              TransitionTicksNp : int64
  -              Incoming : TransitionDescriptor
  -              Outgoing : TransitionDescriptor
  -              PublishChanges : bool
  -              Persistent : bool
  -              CreationTimeStampNp : int64
  -              DispatcherNp : ScreenDispatcher
  -              Xtension : Xtension }
  +        { Id : Guid
  +          Name : string
  +          TransitionStateNp : TransitionState
  +          TransitionTicksNp : int64
  +          Incoming : TransitionDescriptor
  +          Outgoing : TransitionDescriptor
  +          PublishChanges : bool
  +          Persistent : bool
  +          CreationTimeStampNp : int64
  +          DispatcherNp : ScreenDispatcher
  +          Xtension : Xtension }
   
           /// Make a screen state value.
           static member internal make dispatcher optName =
  
positive.code: 
      /// Hosts the ongoing state of a game. Should rarely be accessed directly by end-users.
      and [<CLIMutable; StructuralEquality; NoComparison>] GameState =
          internal
              { Id : Guid
                OptSelectedScreen : Screen option
                PublishChanges : bool
                CreationTimeStampNp : int64
                DispatcherNp : GameDispatcher
                Xtension : Xtension }
  
          /// Make a game state value.
          static member internal make dispatcher =
  
negative.code: 
      /// Hosts the ongoing state of an entity. Should rarely be accessed directly by end-users.
      and [<CLIMutable; StructuralEquality; NoComparison>] EntityState =
          { Id : Guid
            Name : string
            Position : Vector2 // NOTE: will become a Vector3 if Nu gets 3d capabilities
            Depth : single // NOTE: will become part of position if Nu gets 3d capabilities
            Size : Vector2 // NOTE: will become a Vector3 if Nu gets 3d capabilities
            Rotation : single // NOTE: will become a Vector3 if Nu gets 3d capabilities
            Visible : bool
            ViewType : ViewType
            PublishChanges : bool
            Persistent : bool
            CreationTimeStampNp : int64 // just needed for ordering writes to reduce diff volumes
            DispatcherNp : EntityDispatcher
            FacetNames : string list
            FacetsNp : Facet list
            OptOverlayName : string option
            Xtension : Xtension }
  
          /// Make an entity state value.
          static member internal make dispatcher optOverlayName optName =
  