Some important Blender news, mostly for people who use it kinda often.
Blender 4.0 is presently in alpha and is expected to reach release sometime this November. There are as always some super cool new features and also some big technical changes. They're talking Python API changes and mesh format changes, and they're important and drastic enough that there's going to be some compatibility issues. The end-user impact here is that Blender versions older than 3.6 won't be able to correctly open files made in Blender 4.0 and afterwards.
Blender 3.6 is the current version as of this post and is an LTS version as well, so if you're not on it already, it is HIGHLY suggested that you update to it, if you think you might be wanting to open some 4.0+ files in an earlier Blender version for some reason. If worse comes to worst, Blender 3.6 will be able to convert 4.0+ files into a format that pre-3.6 Blenders will be able to read, so you can use 3.6 as a conversion tool that way if needed. Just be aware that obviously there will be some missing data when it comes to 4.0+ features that earlier versions don't have - and also some small changes that you just might not expect. For one example, Blender 4.0 will be combining the Glossy and Isotropic BSDF shaders into one single Glossy BSDF with an Isotropy control inside it, and the change causes a weirdness that means any Glossy shader in a 4.0 file will appear as an Anisotropy shader when opened in older Blender versions.
But yeah so, better information about the details will be coming out but expect widespread improvements in all Blender workflows and functions. Blender 2.8 introduced Grease Pencil as a full-realized 2D-inside-3D workflow; it was greatly expanded in 3.x and will be getting updates in 4.0 as well, but I'm sad to say I've mostly ignored it because I'm just not really a 2D artist for the most part, so it hasn't really attracted me as a major feature. On the other hand, I think starting later this year I'm going to take some real time to genuinely dive into the Geometry Nodes system in Blender. It was also introduced in 3.x and I also mostly haven't paid attention to it before now, because I didn't really understand it that much. Normal mesh modeling isn't going anywhere (don't worry) and geometry nodes aren't meant to replace it, but to be another toolset to use alongside it - like sculpting; but what geometry and simulation nodes ARE starting to replace bit by bit is Blender's legacy and long-neglected particle system. I have a feeling that when geo nodes reach real feature parity with them - however long that takes to happen - the old particle system is eventually going away but even aside from that I've seen enough recently to convince me that there is some real power and utility in geo nodes, and I think they're going to be a major part of the foreseeable future in Blender, so it's time to bite the bullet and just start learning them already.