How to achieve seamless linear borderangle loop?

I’ve been trying to figure out how to get the borderangle loop to loop smoothly without the distracting pause, but to no avail. Maybe I don’t grok bezier curves (true) or maybe I missed some parameter controlling loop delay when RTFM but I’m honestly at a loss.

I’ve prepared a gif that showcases what I’m seeing, with the border intentionally turned absurdly thick to make it easier to see (a 2px border would probably be annihilated by conversion to gif and downscaling). The pause is weirdly less of an issue in the gif, maybe the frame timings got messed up when converting from mkv to gif (ffmpeg), maybe it’s a limitation of the format. Quality is a bit crummy due to scaling but it gets the point across.

cropped_scaled

Relevant Config:

animations {
enabled = yes

bezier = winAnimClean, 0.74, 0.18, 0.26, 0.82
bezier = basicBounce, 0.68, -0.55, 0.265, 1.55
bezier = workspaceB, 0.74, 0.18, 0.26, 0.82
bezier = borderscrollB, 0, 0, 1, 1

animation = windows, 1, 8, winAnimClean
animation = windowsIn, 1, 8, winAnimClean, slide
animation = windowsOut, 1, 8, winAnimClean, popin 60%
animation = border, 1, 1, borderscrollB # doesn't seem to do... anything? tried turning it off, tried setting the speed to absurd extremes (1, 10, 100, 1000, 9999) but I notice nothing.
animation = borderangle, 1, 30, borderscrollB, loop
animation = fade, 1, 6, winAnimClean
animation = workspaces, 1, 8, workspaceB

}

I’ve tried other variations on linear bezier curves, tried more extreme values etc. The only way I’ve managed is by setting the animation speed to 4 (the pause is too short to be reasonably perceptible) but that’s very distracting due to speed instead.

What I want is for the animation to loop seamlessly (i.e without a pause) and linearly (i.e without change in velocity), but I’m not sure if this is even possible.