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BottleLite 0.2.0

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@github-actions github-actions released this 22 Jun 13:05
v0.2.0
f2b92de

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_vprot crash) 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 .app launchers 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 Bottle surfaces wineboot failures instead of silently reporting
    success.
  • Game Mode no longer sets WINE_LARGE_ADDRESS_AWARE on 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 --version subprocess.
  • Clearer status messages (relaunch the program, not the app, after a graphics or
    DXVK change).