If we store an undo, wipe anything already present on the redo stack
This stops problems when we undo a few steps and start off down another path. Surprisingly, apart from this now fixed problem, redo appears to be working too.bulletsim
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			@ -3705,6 +3705,9 @@ namespace OpenSim.Region.Framework.Scenes
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                                m_undo.Push(nUndo);
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                                if (m_redo.Count > 0)
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                                    m_redo.Clear();
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//                                m_log.DebugFormat(
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//                                    "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
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//                                    Name, LocalId, forGroup, m_undo.Count);
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