But i still think it is an excellent replacement for gnu make as projects using it are mostly built in-source.
Anyways, i hope they implement the feature as soon as possible
Well, that's actually debatable. Speed of compilation is only one parameter and rarely the most important one, actually. GNU make can be a pain to use but most developers at least know how to deal with it. And there are plenty of tools supporting it as well.
On the other hand, there are very few other things that can drive me up the wall in frustration faster than needing to build some software and discovering that it uses some obscure build system (jam or autobuild anyone?), requiring non-standard tools which I have to find, install/compile (and potentially troubleshoot!) and then figure out how to use. Oh and good luck if something doesn't work or you need to change something in the build config - then it could take hours trying to reverse engineer the build and make the tool do what I want it to.
Good example of this "not invented here/our itches are too special for a standard tool" syndrome is e.g. gradle used for Android builds or the Unreal's C# home-made build tool that is a project/makefile generator, code precompiler, dependency tracker and who knows what else. And does none of it too well - literally a missing comma in a file will make it crash without a word. Good luck tracking that down in the 6GB of Unreal's sources... The build configuration is done literally by writing C# files which get compiled and then it generates either makefiles or Visual Studio projects. To add insult to injury, this tool is the only C#/Mono dependency in the entire engine (which is C++ otherwise) and is pretty slow (and people complained about SCons' Python ...).