Every grid cell downloaded the full detail sprite. Generate a smaller
/sprites-grid/v1/ set at build time and let the grid ask for those first,
falling back through the existing detail URLs when a thumbnail is missing so
detail resolution is unchanged. The new prefix is versioned, so it can be cached
forever, and the service worker recognises it alongside the other sprite roots.
The placeholder is now an empty box rather than a spinner: a thousand spinners
cost layout work and announced nothing useful.
- Ship one hashed Tailwind stylesheet instead of two (one render-blocking)
- Compress responses in-app (brotli/gzip, streaming-safe) and precompress
the node build so local and CI measurements match production
- Validate the Supabase session once per request
- Render the homepage immediately and stream public stats
- Stream a Pokedex's entries with the page instead of fetching after
hydration, running the rows and count queries in parallel
- Shrink the avatar and offline placeholder images, fix layout shift,
contrast, link names and missing meta descriptions
- Add Lighthouse CI (mobile + desktop) with score and metric budgets,
bundle-size budgets in the build tests, and signed-in speed scenarios
The resize to 192px isn't worthwhile now that sprites are only downloaded
when viewed or saved on request, and then kept forever. Restore the
original files and the script's no-resize default, drop the detail view
size cap, and regenerate the sprite manifest with the original sizes.
- Sprites are cached as they are viewed instead of bulk-downloaded after
every sign-in, in one shared cache that is never pruned and survives
sign-out and account changes, since sprites never change.
- A "Save all artwork for offline" link saves every remaining sprite on
request, shows the remaining size, and is hidden once all are saved.
- Page loads reuse an offline snapshot under 15 minutes old; edits,
retries and a new sign-in still sync immediately.
- An expired session no longer wipes offline data; only the Sign Out
button does.
Sprites were shipped at 512x512 but render at 44-64px in the box grid.
Resizing to 192px halves each file (median 15.5KB -> 7.6KB); a full dex
of artwork drops from 16.6MB to 7.6MB.
The sprite build now also writes static/sprites-small/manifest.json,
listing every sprite (all forms, shiny and female variants) with its
size, so the offline worker can save the complete set and report what
is missing. A unit test keeps it in step with the files on disk.
Each sync created a new artwork cache and re-fetched every sprite with no-cors. Opaque responses are padded to several MB each for storage quota, so a Living Dex grew to tens of GB, syncs never finished, and the offline copy could fail to save.
Artwork now lives in one cache per user that is topped up with only missing sprites, fetched with CORS so they count at their real size, with a per-fetch timeout. The offline copy is committed before any artwork, legacy per-sync artwork caches are removed first, and sprites shown online are cached on first load. Also requests persistent storage.