anchor.diff:          member this.GetEffectOffset world : Vector2 = this.Get Property? EffectOffset world
           member this.SetEffectOffset (value : Vector2) world = this.Set Property? EffectOffset value world
           member this.EffectOffset = PropertyTag.make this Property? EffectOffset this.GetEffectOffset this.SetEffectOffset
  +        member this.GetEffectPhysicsShapesNp world : unit = this.Get Property? EffectPhysicsShapesNp world // NOTE: the default EffectFacet leaves it up to the Dispatcher to do something with the effect's physics output
  +        member private this.SetEffectPhysicsShapesNp (value : unit) world = this.Set Property? EffectPhysicsShapesNp value world
  +        member this.EffectPhysicsShapesNp = PropertyTag.makeReadOnly this Property? EffectPhysicsShapesNp this.GetEffectPhysicsShapesNp
  +        member this.GetEffectTagsNp world : EffectTags = this.Get Property? EffectTagsNp world
  +        member private this.SetEffectTagsNp (value : EffectTags) world = this.Set Property? EffectTagsNp value world
  +        member this.EffectTagsNp = PropertyTag.makeReadOnly this Property? EffectTagsNp this.GetEffectTagsNp
           member this.GetEffectHistoryMax world : int = this.Get Property? EffectHistoryMax world
           member this.SetEffectHistoryMax (value : int) world = this.Set Property? EffectHistoryMax value world
           member this.EffectHistoryMax = PropertyTag.make this Property? EffectHistoryMax this.GetEffectHistoryMax this.SetEffectHistoryMax
           member this.GetEffectHistoryNp world : Effects.Slice Deque = this.Get Property? EffectHistoryNp world
           member private this.SetEffectHistoryNp (value : Effects.Slice Deque) world = this.Set Property? EffectHistoryNp value world
           member this.EffectHistoryNp = PropertyTag.makeReadOnly this Property? EffectHistoryNp this.GetEffectHistoryNp
  -        member this.GetEffectPhysicsShapesNp world : unit = this.Get Property? EffectPhysicsShapesNp world // NOTE: the default EffectFacet leaves it up to the Dispatcher to do something with the effect's physics output
  -        member private this.SetEffectPhysicsShapesNp (value : unit) world = this.Set Property? EffectPhysicsShapesNp value world
  -        member this.EffectPhysicsShapesNp = PropertyTag.makeReadOnly this Property? EffectPhysicsShapesNp this.GetEffectPhysicsShapesNp
  -        member this.GetEffectTagsNp world : EffectTags = this.Get Property? EffectTagsNp world
  -        member private this.SetEffectTagsNp (value : EffectTags) world = this.Set Property? EffectTagsNp value world
  -        member this.EffectTagsNp = PropertyTag.makeReadOnly this Property? EffectTagsNp this.GetEffectTagsNp
           
           /// The start time of the effect, or zero if none.
           member this.GetEffectStartTime world =
  
positive.code:         override facet.Register (entity, world) =
              let effectStartTime = Option.getOrDefault (World.getTickTime world) (entity.GetEffectStartTimeOpt world)
              let world = entity.SetEffectStartTimeOpt (Some effectStartTime) world
              let world = entity.SetEffectHistoryNp (Deque<Effects.Slice> (inc Constants.Effects.DefaultEffectHistoryMax)) world
              let world = World.monitor handleEffectsOptChanged (entity.GetChangeEvent Property? EffectsOptAp) entity world
              World.monitor handleAssetsReload Events.AssetsReload entity world
  
  
negative.code:              Define? EffectDefinitions (Map.empty : Effects.Definitions)
               Define? Effect Effect.empty
               Define? EffectOffset (Vector2 0.5f)
               Define? EffectPhysicsShapesNp ()
               Define? EffectTagsNp (Map.empty : EffectTags)
               Define? EffectHistoryMax Constants.Effects.DefaultEffectHistoryMax
               Variable? EffectHistoryNp (fun () -> Deque<Effects.Slice> (inc Constants.Effects.DefaultEffectHistoryMax))]
  
          override facet.Actualize (entity, world) =
              if entity.GetVisibleLayered world && entity.GetInView world then
  