in progress commit, adding base model and view classes and moving a lot of logic to base view from base model.
working implementation of node view and node model, still need to consider construction order of elements and adding of components and geometry.
starting implementation for port view and port model considering their division of responsibility, I would rather not have port model touch the scene view if possible. (not destroy or instantiate GOs)
further implementation of port view vs model, made base view generic for the type of model that will be used, not sure if this is a good design, will revisit when building UI elements from model data
moving machines
first steps converting connector view and model to inherit from bases but it's possible they should not or need to be redesigned
fixing bugs in connectorview
adding a started bool that is set after start method incase GO is destroyed before start is run()... these checks would probably not be needed when creation and destruction is done from the game update loop instead of directly inside GUI events
adding test prefab of a ui, and node view now forwards events to sub game objects, this should probably be moved to base view logic, not just node view, this lets us use a root GO which will respond to events correctly even if colliders are on sub gameobjecs tagged as the UI element
adding python evaluation component, not committing python libs and iron python dlls yet.
working on support for multiple ports per node
adding initial algorithms for graph traversal using a stack
initial working evaluation stack finds entry points into graph and then evaluates in depth first manner if possible backtracking where necessary.

still not yet uploading python lib and iron python .dlls att.

refactored position port method to port view, this is called on port start

refactored node creation into generic method command

problem around the design of generic base view<basemodel> it is difficult to store a matching base view field on the model since the generic type would be the type of model, can use a generic method but it's not ideal.
committing python for now and many changes:

committing jsonFX - need to include lic for this and iron python...

running graph eval in generator to display order of node execution...

added prefab for text output and json pretty printing of python types...

nodes now display their output in a toggle window that can be minimized or expanded, no scrolling yet
starting on hover/ mouse move events
attempting to add many nodes and logic for hover event lead to massive slowdown and realization that the structure of the event system forwarding events to all view models which then perform individual filtering, ray casting hundreds of times during a drag event for no reason is too expensive...

will need to restructure of limit the number of work done
limit the rate of events sent by comparing mouse positions of the input position, this can also be sped up by using squared magnitude, eventually will need to implement a different event/messaging system.

also removed numerous debug statements taking most of the time - inspected via profiling on pro
working to implement hovering thats robust, buggy sofar, event is traveling too far up the hierarchy, and when creating intermediate states, like dragging a node or connector then onHoverExit message is not sent
progress in pulling out prototype event system for unity's, still some bugs in dragging and connector creation, have to investigate further
clearing all errors in build, probably improperly using OnDrop - will need to override correct events,