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Update
Fade::isFaded()
to only returntrue
when there is an active fade in progress.Previously, when a fade in was started,
isFaded
could return true if it was checked within the first1/255
of the fade duration. This could cause fade transitions to abort early, and with unexpected results, such as triggering behavior for a fade in the opposite direction. For instance, in OPHD, starting a new game could suddenly abort as if a game had just ended.Closes #1202