"GDScript 3.0" is the unofficial name for the hypothetical next implementation of GDScript. The term was coined by someone based on the unofficial term "GDScript 2.0", which refers to the GDScript implementation in Godot 4.0.
- GDScript was initially created as a very simple language, but over time its complexity and number of features increased. Users now expect GDScript to include many features common in general-purpose languages, such as interfaces/traits, nullable and generic types, namespaces, and more.
- The current GDScript implementation has significant code duplication and technical debt. It is becoming increasingly difficult to maintain, implement new major features (especially those related to the type system), and fix complex bugs (especially those related to the caching/loading system).
- The core has two duplicate systems for exposing the engine API: the scripting layer and GDExtension. Scripts are not full-fledged classes, but are instead merely attached to objec