@leileilol: yup, I hope so

The texture padding is made when uploading to OpenGL texture (for viewing only), the original texture is preserved (but a "make texture OpenGL friendly" option would be trivial to add).
@sock: yes, I plan to release it when the minimal feature set is implemented and stable enough (0.0.1-SNAPSHOT isn't exactly "stable"

). About adding features: all I can say is I can sure hear requests, but no promises though - a full featured editor is fairly more complicated than a simple viewer, specially when the target audience is used to things far sophisticated like Blender, 3DStudio and such.
Right now, it's just an OpenGL based .mdl viewer. It is already better than QuArK 4.07:
- supports framegroups and skingroups;
- allows opening up to 32 models at once;
- don't crash randomly, at least in the 2 machines I tested it so far.
Yeah, my main goal is to support *AT LEAST* .mdl, .md2, .md3 and to combine the best features from QuArK, QME and StudioMDL, but I reckon it's a long, bumpy road to that.
Next in the list is .md2 support (which hopefully will be easier now that .mdl is mastered), and while I'm there I'll take a good look at Daikatana models.
"But but but... Why Delphi ?!" Well I had to unrust my mad Pascalz skillz due some legacy projects at work, and I already had something started back then, so I said to myself: "hell, why not ?".

When the viewer part is complete (and the code clean enough to not embarass me) I'll release it, probably under GPL v3. When it's done, but not in Valve time (I hope

).