Kill "Compile successful" message when rezzing prims/wearing attachments
Changes behavior to send on_rez event to prims when rezzed from agent inventory.0.6.0-stable
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			@ -1311,8 +1311,9 @@ namespace OpenSim.Region.Environment.Scenes
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                            }
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                            part.ParentGroup.AddInventoryItem(remoteClient, localID, item, copyID);
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                            // TODO: set this to "true" when scripts in inventory have persistent state to fire on_rez
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                            part.CreateScriptInstance(copyID, 0, false, DefaultScriptEngine);
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                            // Posting on_rez to the prim. Not much point, but
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                            // needed to kill gratuitious compiler messages
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                            part.CreateScriptInstance(copyID, 0, true, DefaultScriptEngine);
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                            //                        m_log.InfoFormat("[PRIMINVENTORY]: " +
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                            //                                         "Rezzed script {0} into prim local ID {1} for user {2}",
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			@ -145,7 +145,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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                        LSLCompiler.PerformScriptCompile(Script,
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                        assetID.ToString());
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                if (presence != null)
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                if (presence != null && (!postOnRez))
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                    presence.ControllingClient.SendAgentAlertMessage(
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                            "Compile successful", false);
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			@ -205,7 +205,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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            }
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            catch (Exception e) // LEGIT: User Scripting
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            {
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                if (presence != null)
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                if (presence != null && (!postOnRez))
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                    presence.ControllingClient.SendAgentAlertMessage(
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                            "Script saved with errors, check debug window!",
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                            false);
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			@ -500,12 +500,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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            {
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                assembly = m_Compiler.PerformScriptCompile(script,
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                                                           assetID.ToString());
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                if (presence != null)
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                if (presence != null && (!postOnRez))
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                    presence.ControllingClient.SendAgentAlertMessage("Compile successful", false);
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            }
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            catch (Exception e)
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            {
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                if (presence != null)
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                if (presence != null && (!postOnRez))
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                    presence.ControllingClient.SendAgentAlertMessage("Script saved with errors, check debug window!", false);
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                try
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                {
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