UPDATE
This article outlines the introduction of GDNative (previously named "DLScript" -- renamed to avoid confusion because it's a middle-man /proxy to integrate coding languages rather than a new language itself).
This opens up the Script API calls of Godot to more languages than just GDScript by default (i.e. without needing to tweak and recompile the Godot source).
However, unlike adding custom modules to Godot,
GDNative libraries and scripts will NOT have access to all C++ classes in the Godot engine, and cannot extend the base engine functionality (example for custom modules: if you want to extend or replace Godot's rendering engine -- neither GDScript nor GDNative scripts can do this)
(If you're interested in recompiling Godot to add C++ modules to extend Godot's engine see Akien's post here or the guide in the Godot Docs here).
The introduction of GDNative module
allows attaching (previously unsupported) language libraries to nodes (after you've compiled them) -- essentially letting you attach compiled scripts from other languages +and also+ lets you code function libraries in other languages then call them from GDScript. Which I've read could be better for performance-critical scripts or heavy calculations.
There's a simple example in that link to move a KinematicBody2D using C++ code though GDNative.
GDNative is limited for now, and is a work in progress, but essentially delivers on that promise that you can script using C++ out-of-the-box.