Earlier quoted context omitted.
> community might dislike a performance-friendly change which will break the parity in favour of C#. The community will dislike a change that will drop GDScript, check the Godot subreddit submission (linked by the article), a ton of comments were pro-GDScript and how easy and fast (development-wise) it is to use. If that change can happen without affecting GDScript i doubt anyone would have any negative thoughts. The…
It is pretty shitty how people seem to be coming into Godot and immediately shitting on GDScript without trying to understand why it was built that way, and I say that as someone who shit on GDSCRIPT initially.
That ease of use is important, but also may be holding back Godot's true 3d capabilities. From a cursory glance as someone wanting to work on a decent scale 3D game, I'd need to treat GDSCript as I do Unreal's Blueprints as of now: miniize use only to high level scripting and maybe UI/Shader code. That's not me saying that GDScript nor blueprints is bad, just that it gets in the way of my specific use case.
If I can help speed up the engine underneath as a whole in the process: wonderful. I don't necessarily want to disrupt GDScript for my convenience either, but like any refactor some breakage is inevitable.