Other solution would be to split the vertex and create a copy of it, so each surface only points to one instance, and they can be edited separately. I thought this wasn't worth the trouble, and shared surfaces are usually related anyway (like a long wall) and editing them all at the same time makes sense.
How hard would this be to implement? The reason that I ask is that I am already having problems with shared surfaces not being part of the same object (or sometimes it is a different side). I have only looked at MissionA and MissionL and both have textures I can't edit because of this issue.
I don't know if I could do a system like they do. I could look into adding rotation, but I don't think I'd be doing something as complete as that. Also, to tell the current texture ratio I think i'd have to think a little. Maybe? PS: WC texturing always sucked.
You are right, if we have to pick our "battles" then a rotation feature isn't worth fighting for.
WC's texture tool didn't bother me at all. What was a pain was how everything went to shit if you rotated the texture.
Feel free to put feedback/suggestions/discussions in the issue box on googlecode page. There won't be many people seeing it anyway. No problem.
Already started using it. Will try to stop using this forum, lol.