Commit 98bd367
committed
fix: overlay disable also blocks gameoverlayrenderer at Wine's loader
The toggle previously only set DISABLE_VK_LAYER_VALVE_steam_overlay_1=1
(Vulkan layer skip) and SteamNoOverlayUIDrawing=1 (in-process draw skip).
Steam still injected gameoverlayrenderer*.dll into every game; the DLL
just opted out of drawing.
Add WINEDLLOVERRIDES with empty load order on gameoverlayrenderer and
gameoverlayrenderer64 so Wine's loader refuses to map the PE DLLs in
the first place. Three differences from the prior catch-all attempt
(commit 5d03235, reverted) that hung all real-Steam launches:
- Use individual ';'-separated entries instead of a comma-grouped list
with one trailing '='. The comma-grouped shape was the form that
hung; individual entries parse unambiguously.
- Drop SteamOverlayVulkanLayer / SteamOverlayVulkanLayer64 from the
WINEDLLOVERRIDES list. Those are Vulkan-layer DLLs consumed by the
Vulkan loader, not Wine's PE loader; the Khronos disable env var
already covers that path.
- Gate the WINEDLLOVERRIDES path on isLaunchRealSteam. In emu mode
Goldberg replaces SteamAPI and the overlay DLL is never loaded, so
the override is dead code there; gating it prevents any chance of
regressing emu-mode boots.
The two existing env vars stay as defense in depth.1 parent b7cf9fd commit 98bd367
2 files changed
Lines changed: 30 additions & 6 deletions
Lines changed: 29 additions & 5 deletions
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