anchor.diff:          interface Simulant with
               member this.GetPublishingPriority getEntityPublishingPriority world = getEntityPublishingPriority this world
               member this.SimulantAddress = Address.changeType<EntityState, SimulantState> this.EntityAddress
  -        end
  +            end
           static member proxy address = { EntityAddress = address }
   
       /// The world, in a functional programming sense. Hosts the game object, the dependencies
  
positive.code:         interface Simulant with
              member this.GetPublishingPriority _ _ = GroupPublishingPriority
              member this.SimulantAddress = Address.changeType<GroupState, SimulantState> this.GroupAddress
          end
          static member proxy address = { GroupAddress = address }
  
      /// The type around which the whole game engine is based! Used in combination with dispatchers
  
negative.code:             abstract GetPublishingPriority : (Entity -> World -> single) -> World -> single
              /// Get the simulant's address.
              abstract SimulantAddress : SimulantState Address
              end
  
      /// The game type that hosts the various screens used to navigate through a game.
      and [<StructuralEquality; NoComparison>] Game =
  