Per-team dead man's switches, and the UI's team badge, filter and cards #13
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Closes #4. The last piece of the stack: #10 and #11 are already on
main, and #12 merged intoteams, so this carries just that work up.Everything in #12's description applies unchanged — switches become a row per team seeded from (but never overwritten by) the environment variables, and the UI gains a team badge, a team filter chip and one on-call card per team, all of which appear only when the viewer is in more than one team.
Verified again on this branch:
make fmt lint test helm-lintgreen with-raceagainst Postgres 17.https://claude.ai/code/session_01RHPj4ggeFdEjKKfm4SHbD7