Is there a way to ignore multiple "whole/360 degree/2pi" revolutions for angle springs? I'm trying to create a rope with RevoluteJoints and I'm using an AngleSpring at each of those joints with a TargetAngle of 0 to keep the rope kind of stiff.
However, when the rope loops around on itself and then straightens, one of the joints goes through an entire 360 degree revolution and the rope is left with a "kink" at that joint, where it seems the spring tries to unwrap the rope back to its target
angle of 0. Is there a way for the AngleSpring to see, for example, a 350 degree revolition as actually -10 degrees?