I'm happy that JavaScript is becoming popular for games, since in my conversations with game programmers it seems the biggest hurdle to even evaluate another language is their ignorance about what other languages give them that C++ doesn't.
It was a pain to move developers from Assembly to C and then again from C to C++.
I know of some companies making use of D, but it is still a single digit set of examples.
C# is becoming widely used thanks to Unity, but it is still C++ at its core
If you're dead-set on a citation, you can check the IRC logs at http://irclog.gr/#browse/irc.mozilla.org/rust/ ...but be warned that the search function is rather lacking (I had no luck remembering any terms to conjure the correct results). Your best (and most tedious) bet is probably to just run backwards in the history until you find it.
Even Microsoft has started to deploy native code for .NET Windows Phone 8 applications with the MDIL format.
A C++ replacement in the game / graphics area needs to provide the same mix of hardware control and abstractions that C++ provides.
Currently I only see Ada as possible contender, but it is considered too verbose by many developers.
D and Rust still need to earn the hearts of the games community and become more stable.
While Unity uses C#, it still seems to use C/C++ components for graphics and physics and such (going by the libraries it uses internally, anyway) and allows you to call native code if you wish.
You can, but it's hard to ensure a strict no-allocation policy afterwards (someone did it recently).
A moderate amount of allocations each frame is usually ok, and this routinely happens in C++ engines too. In my opinion, it's absolutely possible to make a game with D and GC enabled. It's a bit like not making too much drawcalls in a frame.
Eg. for this game I only made one struct pool and that was it: http://www.gamesfrommars.fr/wormhol/
Maybe Rust dethrones C++ one day.
http://www.mono-project.com/Compatibility
The big ones are: WCF, WPF, WWF... Guess what the first W in all of those acronyms stand for? Windows.
EDIT: It's right there at the top of the page - "Everything in .NET 4.0 except WPF, WWF, and with limited WCF." - I don't see a problem.
http://www.mono-project.com/Compatibility
I don't see how any of the non-implemented features are going to be blockers for a game engine.
The main issues are the pauses caused by the JIT and lack of memory layout control, which is very important to take advantage of how caches work.
Additionally current JITs, except for Mono, don't explore the set of available vector instructions.