BottleLite 0.2.0
Gaming and runtime release: better Steam, smarter Wine selection, and a batch of
launch-reliability fixes.
Highlights
- Per-bottle Wine runtime. Each bottle can now pick its own Wine binary
(Bottle Settings → Wine Runtime). Game Porting Toolkit stays the default for
modern/DirectX games, but 32-bit and OpenGL titles that GPTK can't run (e.g.
AssaultCube —alloc_pages_vprotcrash) can be pinned to a plain Wine. The
picker lists every detected Wine and offers to install one when only GPTK is
present. - Steam launch hardening. One-click Steam now requires a gaming-grade Wine
before installing, creates its bottle from the tuned Steam template (Game Mode +
fastest graphics), and only applies the 32-bit CEF workaround once Steam has
bootstrapped — so it can't block the first launch. - Shortcut parity. Generated
.applaunchers now use the exact same
environment (graphics-backend DLL overrides, Game Mode, library paths) and
injected arguments as launching inside BottleLite, so a program behaves the same
either way.
Fixes
- Stopping a single program now tears down its Wine prefix (no orphaned helpers),
while leaving sibling programs in the same bottle running. - DXVK can no longer be installed or suggested on a Game Porting Toolkit Wine,
where the arm64 MoltenVK can't load — D3DMetal is offered instead. Prepare Bottlesurfaceswinebootfailures instead of silently reporting
success.Game Modeno longer setsWINE_LARGE_ADDRESS_AWAREon a GPTK Wine, where it
is a no-op for 64-bit apps and can crash 32-bit games.- The Wine version is cached, so launching a program no longer blocks the UI on a
wine --versionsubprocess. - Clearer status messages (relaunch the program, not the app, after a graphics or
DXVK change).