That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
* Add overflow checked intrinsic abstractions that check on overflow.
* Use them for memory allocation code.
* Use size_t type for memory allocation code to support full platform dependent width.
Fixes#3756.