When uv editing objects that share the same mesh only the selection state can get confused. The cause is that the UV editor uses a particular order of objects and store its state in the first object of a mesh it hasn't handled. During drawing this state is updated into the GPU buffers. In the case of linked meshes it can happen that the GPU buffers are updated based on the object that does not have the correct selection state making th selection VBOs incorrect. This patch adds a work around that uses the order that the UV editor is also using so the GPU buffers are built with the right data.