anchor.diff:  
   /// Hosts the ongoing state of an entity. The end-user of this engine should never touch this
   /// type, and it's public _only_ to make [<CliMutable>] work.
  -and [<CLIMutable; StructuralEquality; NoComparison>] EntityState =
  +and [<CLIMutable; NoEquality; NoComparison>] EntityState =
       { Id : Guid
         Name : string
         // Subtype : string // An alternative to using the dispatcher subtype system
  
positive.code: 
  /// Hosts the ongoing state of a group. The end-user of this engine should never touch this
  /// type, and it's public _only_ to make [<CliMutable>] work.
  and [<CLIMutable; StructuralEquality; NoComparison>] GroupState =
      { Id : Guid
        Name : string
        PublishChanges : bool
  
negative.code: 
  /// Hosts the ongoing state of a game. The end-user of this engine should never touch this
  /// type, and it's public _only_ to make [<CliMutable>] work.
  and [<CLIMutable; NoEquality; NoComparison>] GameState =
      { Id : Guid
        OptSelectedScreen : Screen option
        PublishChanges : bool
  