well, now we know if client connected properly or not..

this showcases an issue with the event loop which would be better off
having the singleplayer server in a separate thread.
for SP, server now runs in a thread (yay C++11), sleep the thread a bit

so we don't burn cpu when no packets arrived, disable the renderer entirely,
turns out this whole time the server was making opengl stuff :D
fix chat dialog bottom inner contents regression
enable multiplayer hosting now, can't get joining to work just right

though, unsure what's wrong on that end, it acts funny
wow that was shockingly simple, i just forgot to hide submenus
don't automatically append what the client sends to chat, we get the

response from the server anyways, it also means we can detect lag through
that, as well as verify what the server is sending back..aka
if we ever want to implement language filtering or some shit