checkSceneNodeLinks added - method in DataProcessor

Method cycles through all activeAttributeConnectors and makes sure that no
two have the same sceneNode nad sceneNodeAttribute setup. If it finds
matches it sets the attribute of the non current attributeConnector to
None to avoid a duplicated relationship
sceneNodeActive and basic Maya Scene Node wiring Implemented

Now when the node and the attribute are valid, a sceneNodeActive attribute
is set to True in the Attribute Connector. This then allows in the
DataBundle setX and setY methods for data to be passed through to the
scene Node.

This is working, but there is lag, possibly due to the print statements.
There is also problems with the positioning and clicking not quite being
right. Look into this for the Node movement. Something seems to be going
wrong with the mouseclickEvent too. Maybe it is not correctly returning,
and ruining the click state. Investigate.
FocusInEvent and FocusOut Event implemented for main Rig GV

This is a hack that has been put together. If alt is pressed in the GV and
then focus is lost, then the GV is left in a frozen state where certain
items are unselectable and unMoveable. This is because the release of alt
(keyReleaseEvent) is not detected, since the focus of the window is lost.

Hack fix, is to check whether items are currently being frozen for panning
in the focusOutEvent in the GV. If they are then we need to release them
before the window loses focus. Uses panRelseaseSelectedItems()
Merge branch 'windowFocusTweak' into addDataProcessorBranch
Min and Max Scale Limits added to NodeLink on SceneLinkTabW

Min and Max setup tweaked so that the correct behaviour occurs in x and y
directions.

Improved checkDigit method written, to properly recognise all floats
including decimals.

SceneLinkTabW updateSceneLinkOutPutData method updated to properly update
the attributeConnector, this is followed buy a self.populate() call to
bring TableWidget up to date.

RandomNode: The connection to the scene Node seems fine. There is a little
lag when the superNode is constrained to an area. There is also a lot more
lag when the node that is being controlled is also selected in the
viewport.... might have to manipulate selection when running the code...
Merge branch 'addMinMaxScaleLimits' into addDataProcessorBranch