anchor.diff:                          | None -> 0.0f
   
                       // update Elevation property
  -                    let mutable transform = entityState.Transform
  -                    transform.Elevation <- parentElevation + value
  -                    let world = World.setEntityTransformByRef (&transform, entityState, entity, world) |> snd'
  -
  -                    // propagate Elevation
  -                    let world = if entityState.IsParent then World.propagateEntityElevation entity world else world
  +                    let world = World.setEntityElevation (parentElevation + value) entity world |> snd'
                       struct (true, world)
   
               // nothing changed
  
positive.code:         EntitySetters.Assign ("Transform", fun property entity world -> let mutable transform = property.PropertyValue :?> Transform in World.setEntityTransformByRef (&transform, World.getEntityState entity world, entity, world))
          EntitySetters.Assign ("Bounds", fun property entity world -> World.setEntityBounds (property.PropertyValue :?> Vector4) entity world)
          EntitySetters.Assign ("Position", fun property entity world -> World.setEntityPosition (property.PropertyValue :?> Vector2) entity world)
          EntitySetters.Assign ("Center", fun property entity world -> World.setEntityCenter (property.PropertyValue :?> Vector2) entity world)
          EntitySetters.Assign ("Bottom", fun property entity world -> World.setEntityBottom (property.PropertyValue :?> Vector2) entity world)
          EntitySetters.Assign ("Size", fun property entity world -> World.setEntitySize (property.PropertyValue :?> Vector2) entity world)
          EntitySetters.Assign ("Angle", fun property entity world -> World.setEntityAngle (property.PropertyValue :?> single) entity world)
          EntitySetters.Assign ("Rotation", fun property entity world -> World.setEntityRotation (property.PropertyValue :?> single) entity world)
          EntitySetters.Assign ("Elevation", fun property entity world -> World.setEntityElevation (property.PropertyValue :?> single) entity world)
          EntitySetters.Assign ("Omnipresent", fun property entity world -> World.setEntityOmnipresent (property.PropertyValue :?> bool) entity world)
          EntitySetters.Assign ("Absolute", fun property entity world -> World.setEntityAbsolute (property.PropertyValue :?> bool) entity world)
          EntitySetters.Assign ("Model", fun property entity world -> World.setEntityModelProperty { DesignerType = property.PropertyType; DesignerValue = property.PropertyValue } entity world)
  
negative.code:         EntityGetters.Assign ("PublishChangeBindings", fun entity world -> { PropertyType = typeof<bool>; PropertyValue = World.getEntityPublishChangeBindings entity world })
          EntityGetters.Assign ("PublishChangeEvents", fun entity world -> { PropertyType = typeof<bool>; PropertyValue = World.getEntityPublishChangeEvents entity world })
          EntityGetters.Assign ("Enabled", fun entity world -> { PropertyType = typeof<bool>; PropertyValue = World.getEntityEnabled entity world })
          EntityGetters.Assign ("EnabledLocal", fun entity world -> { PropertyType = typeof<bool>; PropertyValue = World.getEntityEnabledLocal entity world })
          EntityGetters.Assign ("Visible", fun entity world -> { PropertyType = typeof<bool>; PropertyValue = World.getEntityVisible entity world })
          EntityGetters.Assign ("VisibleLocal", fun entity world -> { PropertyType = typeof<bool>; PropertyValue = World.getEntityVisibleLocal entity world })
          EntityGetters.Assign ("AlwaysUpdate", fun entity world -> { PropertyType = typeof<bool>; PropertyValue = World.getEntityAlwaysUpdate entity world })
          EntityGetters.Assign ("PublishUpdates", fun entity world -> { PropertyType = typeof<bool>; PropertyValue = World.getEntityPublishUpdates entity world })
          EntityGetters.Assign ("PublishPostUpdates", fun entity world -> { PropertyType = typeof<bool>; PropertyValue = World.getEntityPublishPostUpdates entity world })
  